Foveated rendering: Difference between revisions
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By rendering the area of the image that falls on the user's fovea at the highest [[resolution]] and progressively reducing the quality of the image in the periphery, foveated rendering can achieve significant performance gains with little to no perceptible loss in visual quality.<ref name="IntegrativeView">{{cite web |url=https://www.researchgate.net/publication/355503409_An_integrative_view_of_foveated_rendering |title=An integrative view of foveated rendering}}</ref><ref name="VarjoWhatIs">{{cite web |url=https://support.varjo.com/hc/en-us/what-is-foveated-rendering |title=What is foveated rendering? | Varjo Support}}</ref> This makes it a critical enabling technology for [[virtual reality]] (VR) and [[augmented reality]] (AR) [[head-mounted display]]s (HMDs), which must render high-resolution, stereoscopic images at very high [[frame rate]]s to provide a comfortable and immersive experience.<ref name="HVS_VR_Context">{{cite web |url=https://pmc.ncbi.nlm.nih.gov/articles/PMC10449001/ |title=Eye tracking in virtual reality: a comprehensive overview of the human visual system, eye movement types, and technical considerations}}</ref> | By rendering the area of the image that falls on the user's fovea at the highest [[resolution]] and progressively reducing the quality of the image in the periphery, foveated rendering can achieve significant performance gains with little to no perceptible loss in visual quality.<ref name="IntegrativeView">{{cite web |url=https://www.researchgate.net/publication/355503409_An_integrative_view_of_foveated_rendering |title=An integrative view of foveated rendering}}</ref><ref name="VarjoWhatIs">{{cite web |url=https://support.varjo.com/hc/en-us/what-is-foveated-rendering |title=What is foveated rendering? | Varjo Support}}</ref> This makes it a critical enabling technology for [[virtual reality]] (VR) and [[augmented reality]] (AR) [[head-mounted display]]s (HMDs), which must render high-resolution, stereoscopic images at very high [[frame rate]]s to provide a comfortable and immersive experience.<ref name="HVS_VR_Context">{{cite web |url=https://pmc.ncbi.nlm.nih.gov/articles/PMC10449001/ |title=Eye tracking in virtual reality: a comprehensive overview of the human visual system, eye movement types, and technical considerations}}</ref> | ||
Implementations of foveated rendering are broadly categorized into two types: '''fixed foveated rendering''' (FFR), which assumes the user is always looking at the center of the screen, and '''dynamic (or eye-tracked) foveated rendering''' (ETFR or DFR), which uses integrated [[eye tracking]] hardware to update the high-quality region in real-time to match the user's gaze.<ref name="MetaETFRvsFFR">{{cite web |url=https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/ |title=Save GPU with Eye Tracked Foveated Rendering}}</ref> | Implementations of foveated rendering are broadly categorized into two types: '''[[fixed foveated rendering]]''' (FFR), which assumes the user is always looking at the center of the screen, and '''[[dynamic (or eye-tracked) foveated rendering]]''' (ETFR or DFR), which uses integrated [[eye tracking]] hardware to update the high-quality region in real-time to match the user's gaze.<ref name="MetaETFRvsFFR">{{cite web |url=https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/ |title=Save GPU with Eye Tracked Foveated Rendering}}</ref> | ||
== Biological Foundation: The Human Visual System == | == Biological Foundation: The Human Visual System == | ||