Foveated rendering
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Foveated rendering is a computer graphics performance optimization technique that leverages the known properties of the human visual system (HVS) to reduce the computational workload on a GPU.[1][2] The technique is based on the biological fact that human visual acuity is not uniform across the visual field; it is highest in the very center of the gaze, a region known as the fovea, and drops off sharply in the peripheral vision.[3][4]
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.[5][6] This makes it a critical enabling technology for virtual reality (VR) and augmented reality (AR) head-mounted displays (HMDs), which must render high-resolution, stereoscopic images at very high frame rates to provide a comfortable and immersive experience.[7]
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.[8]
Biological Foundation: The Human Visual System
The efficacy of foveated rendering is entirely dependent on the unique, non-uniform characteristics of the human visual system. The design of the human retina is the biological blueprint that computer graphics engineers seek to mimic for performance optimization.
Foveal vs. Peripheral Vision
The retina is not a uniform sensor. It contains a small, specialized central region called the fovea, which is responsible for sharp, detailed, and color-rich central vision (also known as foveal vision).[9] This region is densely packed with cone cells, the photoreceptors responsible for high-acuity and color perception. The fovea covers only about 1-2 degrees of the visual field, yet it consumes approximately 50% of the neural resources in the visual cortex.[10]
As one moves away from the fovea into the peripheral vision, the density of cone cells decreases rapidly, while the density of rod cells, which are more sensitive to light and motion but not to color or fine detail, increases.[11] This anatomical arrangement means that our ability to perceive detail, color, and stereoscopic depth diminishes significantly with increasing eccentricity (the angular distance from the point of gaze).[12] However, our peripheral vision is highly attuned to detecting motion and flicker.[13]
Foveated rendering exploits this exact trade-off. It allocates the bulk of the GPU's rendering budget to the small foveal region of the image where the user's eye can actually perceive high detail, and saves resources by rendering the much larger peripheral areas at a lower quality. The subjective experience of a uniformly high-resolution world is maintained because the brain naturally integrates the high-resolution "snapshots" from the fovea as the eyes rapidly scan the environment through quick movements called saccades.[12]
Perceptual Phenomena: Saccadic Masking and Visual Attention
Two key perceptual phenomena make foveated rendering even more effective and are critical for its implementation.
The first is saccadic masking (also known as saccadic suppression), a mechanism where the brain selectively blocks visual processing during a saccade.[14] This prevents the perception of motion blur as the eyes sweep across the visual field, effectively creating a brief window of functional blindness. This period of suppressed sensitivity begins about 50 ms before a saccade and lasts until about 100 ms after it begins.[15] This window is crucial for dynamic foveated rendering systems. If the system's total latency—from detecting the eye movement to displaying the updated foveated image—is shorter than the saccadic masking window, the transition of the high-resolution region can occur without the user ever perceiving the intermediate low-resolution state at their new point of gaze. This direct link between a biological phenomenon and a hardware specification means that low-latency eye tracking is not just a desirable feature but a hard requirement for effective ETFR.
The second phenomenon is visual attention. Research has shown that the HVS's capabilities are not static but are modulated by cognitive factors. When a user is concentrating on a visually demanding task at their point of gaze, their contrast sensitivity in the periphery drops significantly.[16][17] This implies that current foveation models, which are based solely on the fixed acuity falloff of the retina, may be too conservative. Attention-aware foveation systems could potentially apply even more aggressive degradation in the periphery during periods of high foveal concentration, unlocking further performance gains without any perceptual loss.
Core Principles and Technical Methodologies
Transitioning from the biological "why" to the technical "how," foveated rendering is implemented through a combination of gaze-tracking paradigms and specific GPU-level rendering techniques.
The Gaze-Contingent Paradigm
At its core, dynamic foveated rendering is an application of the gaze-contingency paradigm, a concept in human-computer interaction where a system's display changes in real-time based on where the user is looking.[1][18] The typical rendering pipeline for a gaze-contingent foveated system operates on a per-frame basis:[9]
- Gaze Capture: An integrated eye tracker, typically using infrared cameras, captures images of the user's eyes.
- Gaze Vector Calculation: Image processing algorithms determine the orientation of each eye to calculate a precise gaze vector.
- Fixation Point Determination: The gaze vector is projected into the virtual scene to find the fixation point on the 2D display surface.
- Region Definition: The system defines concentric regions of varying quality around the fixation point. These typically include a high-resolution foveal region, a medium-resolution parafoveal or transition region, and a low-resolution peripheral region.
- Instruction to GPU: The graphics pipeline is instructed to render each of these regions at its designated quality level using one of the methods described below.
- Display Update: The final, composited multi-resolution image is presented to the user. This entire loop must be completed within the frame budget (e.g., under 11.1 ms for a 90 Hz display) to ensure a smooth experience.
Methods of Quality Reduction
The term "reducing quality" encompasses several distinct techniques that can be applied to the peripheral regions to save computational power. These methods can be used individually or in combination:[5]
- Resolution Scaling / Subsampling: This is the most common and intuitive method. The peripheral regions are rendered into a smaller off-screen buffer (e.g., at half or quarter resolution) and then upscaled to fit the final display. This directly reduces the number of pixels that need to be processed and shaded.[19]
- Shading Rate Reduction: This method focuses on reducing the workload of the pixel shader (also known as a fragment shader). Instead of executing a complex shading program for every single pixel in the periphery, a single shader result can be applied to a block of multiple pixels. This is the core mechanism behind Variable Rate Shading (VRS).[11][20]
- Geometric Simplification: The geometric complexity of the scene can be reduced in the periphery. This involves using lower-polygon Level of Detail (LOD) models for objects that are outside the user's direct gaze.
- Other Methods: More advanced or experimental techniques include chromatic degradation (reducing color precision, since the periphery is less sensitive to color), simplifying lighting and shadow calculations, and spatio-temporal deterioration, which involves reducing quality across both space and time.
| Technique | Description | Performance Gain | Example Implementation |
|---|---|---|---|
| Multi-spatial Resolution Sampling | High-res fovea, low-res periphery | 2–4× | Guenter et al. (2012)[21] |
| Coarse Pixel Shading | Reduced shading in tiles | 3× | AMD FidelityFX Super Resolution |
| Neural Reconstruction | AI-based upsampling | 5–8× | NVIDIA DeepFovea[22] |
| Variable Rate Shading | GPU-accelerated rate control | 2.5× | DirectX 12 VRS |
Key Implementation Technologies
Modern GPUs and graphics APIs provide specialized features that make implementing foveated rendering highly efficient.
Variable Rate Shading (VRS)
Variable Rate Shading (VRS) is a hardware feature available on modern GPUs (e.g., Nvidia Turing architecture and newer, AMD RDNA 2 and newer) that provides fine-grained control over the pixel shading rate.[11][23] It allows a single pixel shader operation to compute the color for a block of pixels, such as a 2x2 or 4x4 block, instead of just a single pixel.[24][25] For foveated rendering, the GPU can be instructed to use a 1x1 shading rate (full quality) for the foveal region and progressively coarser rates (e.g., 2x2, 4x4, or even culling) for the periphery. This is an extremely efficient, GPU-centric way to reduce shading load with minimal CPU overhead.
Multi-View Rendering & Quad Views
An alternative approach, notably used by Varjo and available in Unreal Engine, is to render multiple distinct views for each eye.[24][26] For example, a "Quad Views" implementation renders four views in total for a stereo image: a high-resolution central "focus" view for each eye, and a lower-resolution peripheral "context" view for each eye. These are then composited into the final image.[27] This technique can dramatically reduce the total number of pixels that need to be shaded, often yielding greater performance gains than VRS, especially in fill-rate limited scenarios. However, it comes at the cost of increased CPU overhead, as the scene's geometry must be submitted and processed multiple times (once for each view).[26] The choice between VRS and a multi-view approach thus represents a fundamental trade-off. A developer must consider whether their application is primarily bottlenecked by the GPU's pixel shading capabilities (favoring VRS) or by its overall pixel throughput, and whether they have sufficient CPU headroom to manage the multiple rendering passes required by a multi-view system.
Fragment Density Maps (FDM)
At a lower level, graphics APIs like Vulkan provide powerful tools for foveation. The VK_EXT_fragment_density_map extension allows an application to provide the GPU with a small texture, known as a fragment density map, that specifies the desired shading rate for different parts of the render target.[28][29] This gives developers or the VR runtime precise, per-pixel level control over the foveation pattern, enabling complex and customized quality distributions beyond simple concentric circles. For dynamic foveation, extensions like VK_QCOM_fragment_density_map_offset allow this map to be shifted efficiently without regenerating it each frame, reducing latency.[30]
Foveated Transport
A related concept, known as foveated transport or foveated streaming, applies the same principles to bandwidth optimization rather than real-time rendering. This is primarily used in cloud-streamed VR or 360° video playback.[31] In this model, the server sends a high-resolution, high-bitrate video stream only for the small portion of the scene the user is currently looking at, while sending a much lower-quality stream for the periphery. This drastically reduces the bandwidth required to achieve a high-quality experience. Technologies like FOVAS (Field of View Adaptive Streaming) pioneered this technique.[31]
Types of Foveated Rendering
Foveated rendering is not a monolithic technology but a category of techniques that can be broadly classified based on whether they utilize real-time gaze data.
Fixed Foveated Rendering (FFR)
Fixed Foveated Rendering is the most basic implementation of the concept. It operates without any eye-tracking hardware and instead relies on the assumption that a user will predominantly look towards the center of the screen.[1][32] Consequently, FFR systems render a static, high-resolution region in the center of each eye's display, while the quality degrades in fixed concentric rings towards the edges.[33]
Advantages:
- No Eye Tracking Required: The primary benefit is that it does not require the additional cost, power consumption, and complexity of integrated eye-tracking cameras. This makes it an ideal optimization for more affordable standalone headsets like the Meta Quest 2 and Meta Quest 3.[34][35]
- Simplicity: It is relatively simple for developers to implement and for hardware to support.
Disadvantages:
- Sub-optimal Gains: Because the system cannot know where the user is actually looking, the central high-quality region must be made conservatively large to account for natural eye movements. This limits the potential performance savings compared to dynamic systems.[36]
- Visible Artifacts: If a user moves their eyes to look at the periphery without turning their head, they can easily notice the drop in resolution, which can be distracting and break immersion.[34][37]
Dynamic (Eye-Tracked) Foveated Rendering (ETFR / DFR)
Dynamic Foveated Rendering represents the full realization of the concept. It requires a HMD with integrated eye-tracking cameras to determine the user's precise point of gaze in real-time.[6][1] The high-resolution foveal region is then dynamically moved to match this gaze point on a frame-by-frame basis, ensuring that the user is always looking at a fully rendered part of the scene.[38]
Advantages:
- Maximum Performance: ETFR allows for much more aggressive foveation—a smaller foveal region and a more significant quality reduction in the periphery—because the low-quality areas are always guaranteed to be outside the user's direct line of sight. This results in substantially greater performance and power savings.[35][25]
- Perceptually Seamless: When implemented with low latency, the effect is imperceptible to the user. The entire virtual world appears to be rendered in high resolution, as the degradation is always hidden in the natural blur of peripheral vision.[6]
Disadvantages:
- Hardware Requirements: It is entirely dependent on the presence and quality of eye-tracking hardware, which increases the cost, weight, and power consumption of the HMD.
- Sensitivity to Latency: The technique is highly sensitive to system latency. If the delay between an eye movement and the corresponding display update is too long, the user will perceive artifacts, which negates the primary benefit.[15]
| Feature | Fixed Foveated Rendering (FFR) | Dynamic (Eye-Tracked) Foveated Rendering (ETFR/DFR) |
|---|---|---|
| Core Principle | Assumes user's gaze is fixed at the center of the display. | Tracks the user's real-time gaze to place the high-quality region precisely where they are looking. |
| Hardware Requirement | None (beyond a capable GPU). | Integrated eye tracking cameras and processing hardware. |
| High-Quality Region | Static, located in the center of the screen. Must be conservatively large. | Dynamic, moves with the user's fovea. Can be made smaller and more aggressive. |
| User Experience | Generally effective, but artifacts can be noticed if the user looks to the periphery without moving their head.[34][37] | When latency is low, the effect is imperceptible to the user, providing a consistently high-quality experience.[6] |
| Performance Savings | Moderate. Reduces GPU load by rendering fewer pixels in the periphery (e.g., 26-43% savings reported for Meta Quest).[39] | Significant. Allows for more aggressive degradation, leading to greater GPU savings (e.g., 33-52% savings reported for Meta Quest Pro).[35][39] |
| Ideal Use Cases | Cost-sensitive standalone headsets, applications without eye-tracking support, platforms where simplicity is prioritized.[32] | High-end PC VR and standalone headsets, demanding simulations, applications seeking maximum visual fidelity and performance.[32] |
| Key Drawback | Sub-optimal performance gains and potentially visible artifacts. | Increased hardware cost, complexity, power consumption, and high sensitivity to system latency. |
Predictive and Attention-Aware Foveation
As the technology matures, research is exploring more advanced forms of foveation that incorporate predictive and cognitive models.
- Predictive Foveation: Some systems attempt to predict the landing point of a saccade based on its initial trajectory and velocity. This allows the rendering system to begin shifting the foveal region to the target destination before the eye movement is complete, effectively hiding some of the system's latency and making artifacts less likely.[14][35]
- Attention-Aware Foveation: This is a cutting-edge research area that aims to model the user's cognitive state of attention. As noted earlier, peripheral visual sensitivity decreases when foveal attention is high. An attention-aware system could leverage this by applying even more aggressive foveation during tasks that require intense focus, further optimizing performance in a way that is tailored to the user's cognitive load, not just their retinal physiology.[16][17]
Performance, Efficacy, and Benchmarks
The primary motivation for implementing foveated rendering is to improve performance. The efficacy of the technique can be measured through several key metrics, and real-world benchmarks demonstrate substantial gains across a variety of hardware platforms.
Metrics for Performance Gain
The benefits of foveated rendering are quantified using the following metrics:
- GPU Frame Time: The most direct measurement of performance. This is the time, in milliseconds (ms), that the GPU takes to render a single frame. Foveated rendering directly reduces this value, and a lower frame time is always better.[40]
- Frames Per Second (FPS): Lower frame times enable higher and more stable frame rates. Maintaining a high FPS (typically 90 FPS or more) is critical for a comfortable and immersive VR experience, as dropped frames or low FPS can induce virtual reality sickness.[41]
- Power Consumption: On battery-powered standalone headsets, reducing the GPU workload directly translates to lower power consumption, leading to longer battery life and reduced thermal output.[32]
- Increased Visual Fidelity: Instead of simply increasing FPS, developers can reinvest the saved GPU performance. This "performance headroom" can be used to render the scene at a higher base resolution (supersampling), enable more complex lighting and shader effects, or use higher-quality assets, resulting in a visually richer experience at the same target frame rate.[20][42]
Real-World Performance Gains
Benchmarks from hardware manufacturers and developers illustrate the significant impact of foveated rendering.
| Device | Foveation Level | Peripheral Reduction | Performance Gain |
|---|---|---|---|
| Meta Quest 2 | Level 1 | 4× (2×2) | 26% |
| Meta Quest 2 | Level 3 | 16× (4×4) | 36% |
| Meta Quest 3 | Level 1 | 4× (2×2) | 26% |
| Meta Quest 3 | Level 3 | 16× (4×4) | 43% |
| Platform | FFR Savings | ETFR Savings | Additional Benefit |
|---|---|---|---|
| Meta Quest Pro | 26-43% | 33-52% | 7-9% |
| PlayStation VR2 | ~60% (2.5×) | ~72% (3.6×) | ~12% |
| Varjo Aero | 30-40% | 50-60% | 10-20% |
- Meta Quest Pro (ETFR): In performance tests conducted by Meta, ETFR demonstrated significant savings over both non-foveated rendering and FFR. At 1.5 times the default resolution, FFR provided a performance saving of 34-43%, while ETFR delivered a saving of 36-52%.[39][45] The developers of the game Red Matter 2 utilized ETFR to increase the rendered pixel density by 33%, which equates to 77% more total pixels in the optical center, leading to a much sharper image.[42]
- PlayStation VR2 (ETFR): During a GDC presentation, Unity demonstrated that on the PSVR2, FFR alone provides a 2.5x speedup in GPU frame times, while enabling eye-tracked foveated rendering boosts this to a 3.6x speedup.[40][43] In one demo, this dropped the frame time from 33.2 ms to a much more manageable 14.3 ms.
- Pimax Crystal (DFR): Pimax reports that its DFR implementation using VRS can increase FPS by 10-40%. Their more advanced "Quad Views" method, which reduces peripheral resolution more directly, can yield performance boosts of 50-100%.[41][46]
Factors Influencing Efficacy
The performance benefits of foveated rendering are not absolute but are highly dependent on the specific application and rendering settings.
- Shader Complexity: The greatest gains are seen in applications that are heavily GPU-bound due to complex pixel shaders (e.g., realistic lighting, reflections, and post-processing effects). Applications with very simple shaders may see little to no improvement, and in some cases, the overhead of the foveation technique can even lead to a minor performance loss.[34]
- Base Resolution: The higher the resolution of the HMD, the more pixels there are to process, and thus the greater the potential savings from foveation. The benefits are more pronounced on 4K and higher resolution displays.[39]
- Foveation Level: Developers can typically choose from several preset levels of foveation (e.g., Low, Medium, High). A "High" setting will apply more aggressive degradation to the periphery, yielding greater performance at the cost of potentially noticeable artifacts, while a "Low" setting will be more conservative.[23][47]
The performance gains from foveated rendering are not linear. The technique primarily alleviates bottlenecks related to pixel shading and fill rate. Once this bottleneck is removed, the application's performance will become limited by another part of the system, such as CPU performance (e.g., draw calls, physics simulations) or memory bandwidth. At that point, applying more aggressive foveation will not improve frame rates further and will only serve to degrade visual quality. This reality has led to the development of "dynamic foveation" features in some SDKs, which automatically adjust the foveation level based on the current GPU load to maintain a target frame rate, thus finding the optimal balance between performance and quality on-the-fly.[48][49]
Applications and Use Cases
While foveated rendering is most prominent in VR/AR gaming and simulation to achieve higher frame rates, its principles are applied in other domains:
- 360° Video Streaming: As noted in the Foveated Transport section, foveated encoding can reduce bandwidth requirements for streaming high-resolution (e.g., 8K) 360° video by up to 80%.[50]
- Medical Visualization: In high-fidelity medical imaging, foveated rendering allows for real-time interaction with massive volume datasets (e.g., from CT or MRI scans) for surgical planning and simulation.[51]
- Holographic and Light Field Displays: These next-generation displays require enormous computational power to calculate light propagation. Foveated rendering is a critical area of research for making these displays computationally feasible.[52]
Ecosystem Integration
For foveated rendering to be widely adopted, it must be accessible to developers through common game engines and standardized APIs. The ecosystem has matured from requiring bespoke, hardware-specific implementations to being a more integrated feature of modern development platforms.
Software: Game Engine Support
Unity
Unity provides native support for foveated rendering on supported XR platforms through its Scriptable Render Pipelines (URP and HDRP).[53][54] Developers can enable the feature within the XR Plug-in Management project settings. At runtime, the strength of the foveation effect is controlled by setting the XRDisplaySubsystem.foveatedRenderingLevel property to a value between 0 (off) and 1 (maximum). To enable gaze-based foveation on supported hardware, the foveatedRenderingFlags property must be set to allow gaze input.[37][54]
In addition to this core support, platform-specific SDKs often provide their own wrappers and APIs. For example, the Meta XR SDK and the PICO Unity Integration SDK expose dedicated components and functions for enabling and configuring both FFR and ETFR, offering different levels of quality and performance.[47][55][56]
Unreal Engine
Support for foveated rendering in Unreal Engine is also robust, though often managed through platform-specific plugins like the Meta XR Plugin or the PICO Unreal OpenXR Plugin.[57][25] Configuration is typically handled through a combination of Project Settings (under the Plugins section for the specific XR platform) and console variables.[49][25] For example, developers can set the foveation level using a console command like xr.OpenXRFBFoveationLevel=2 for medium foveation. These settings can also be controlled dynamically at runtime via Blueprints or C++.[25] On mobile platforms, ETFR support is often a Vulkan-only feature and may require using a specific version or fork of the engine to ensure compatibility.[49][25]
API and Standards
Graphics APIs (Vulkan & DirectX)
The underlying implementation of foveated rendering relies on features within low-level graphics APIs. Variable Rate Shading (VRS) is a core feature of DirectX 12 (requiring Tier 2 support) and is also supported in Vulkan.[58][54]
The Vulkan API, in particular, offers powerful and flexible extensions for foveation. The VK_EXT_fragment_density_map extension allows the VR runtime to provide the GPU with a custom texture that dictates the rendering resolution across the framebuffer, enabling highly tailored foveation patterns.[28][29] This approach is a cornerstone of foveation implementation on modern Android-based standalone headsets.
OpenXR
OpenXR is a royalty-free, open standard from the Khronos Group that provides high-performance access to AR and VR platforms and devices. It plays a crucial role in standardizing foveated rendering for developers. By defining a common set of extensions, OpenXR allows game engines and applications to implement foveation in a vendor-agnostic way. Key extensions include:
XR_FB_foveationXR_FB_foveation_configurationXR_META_foveation_eye_tracked
These extensions allow an application to query for foveation support, configure its parameters (like quality levels), and enable or disable it at runtime.[25][57] This level of abstraction is a sign of a maturing technology; it moves developers away from needing to write hardware-specific code and toward a "write once, run anywhere" paradigm. This trend, where low-level hardware features are abstracted first by graphics APIs, then by standards like OpenXR, and finally by game engines, is critical for lowering the barrier to entry and encouraging widespread adoption of foveated rendering.
Furthermore, tools like the OpenXR Toolkit demonstrate the power of this layered approach by acting as an API layer that can inject foveated rendering capabilities into OpenXR applications that may not natively support it, provided the user's hardware is capable.[23][26]
Hardware Support and Implementation
The availability and effectiveness of foveated rendering are intrinsically linked to the capabilities of the VR hardware itself, with the quality of the integrated eye-tracking system being the most critical component for dynamic variants.
The Critical Role of Eye-Tracking Hardware
Dynamic Foveated Rendering is entirely dependent on a high-quality, low-latency eye-tracking system. A typical implementation involves one or more small infrared (IR) cameras mounted inside the headset, aimed at each eye, and illuminated by IR LEDs.[41][59] The system captures images of the pupil and corneal reflections to calculate the gaze direction. The key performance specifications of an eye tracker that directly impact the quality of ETFR are:
- Frequency (Hz): This measures how many times per second the eye position is updated. A higher frequency reduces the time between an eye movement and its detection, contributing to lower overall latency. Commercial headsets feature tracking frequencies ranging from 120 Hz to 200 Hz.[41][60]
- Accuracy: This measures how close the tracked gaze point is to the true gaze point, typically expressed in degrees of visual angle. Sub-degree accuracy is necessary to ensure the foveal region is correctly placed.[60]
- Latency: This is the total end-to-end delay from the moment an eye moves to when the eye tracker's data is available to the application. As discussed previously, minimizing latency is the single most important factor in preventing perceptual artifacts.[15]
Consumer Headsets
- Meta Quest Pro: Released in 2022, the Quest Pro was Meta's first commercial headset to feature integrated eye tracking, making ETFR a key selling point. It leverages this capability to offer significant performance gains over the FFR-only Meta Quest 2.[1][48]
- PlayStation VR2: Launched in 2023, the PSVR2 made ETFR a central pillar of its architecture. By offloading rendering work, the headset enables the PlayStation 5 console to produce graphics with a higher level of fidelity than would otherwise be possible. The headset integrates one IR camera per eye for tracking.[1][59]
- Pico 4 Pro / Enterprise: Similar to Meta's lineup, the professional-oriented versions of the Pico 4 headset include eye tracking and support ETFR, offering a performance advantage over the standard model.[56]
Professional & Enthusiast Headsets
- Varjo (Aero, XR-4, etc.): Varjo's high-end professional headsets are known for their industry-leading visual fidelity and feature a robust 200 Hz eye-tracking system. They support advanced foveation techniques, including both VRS and a proprietary "dynamic projection" method, which is a form of multi-view rendering.[60][61]
- Pimax (Crystal, Crystal Super): Aimed at the VR enthusiast market, Pimax headsets like the Crystal integrate high-speed (120 Hz) eye tracking. The companion Pimax Play software supports both VRS and the highly effective Quad Views rendering method, and can even inject DFR into some games that lack native support.[62][41]
- Apple Vision Pro: Apple's "spatial computer," released in 2024, also features a sophisticated eye-tracking system as a primary input method. It leverages this for foveated rendering to help drive its very high-resolution displays with the onboard Apple M2 chip.[63]
| Headset | Release Year | Display Resolution (per eye) | Eye Tracking | Eye Tracker Specs | Foveated Rendering Support |
|---|---|---|---|---|---|
| Meta Quest 2 | 2020 | 1832 x 1920 | No | N/A | Fixed Foveated Rendering (FFR) only[35] |
| Meta Quest Pro | 2022 | 1800 x 1920 | Yes | Internal cameras, gaze prediction[42] | Eye-Tracked Foveated Rendering (ETFR) & FFR[1][48] |
| PlayStation VR2 | 2023 | 2000 x 2040 | Yes | 1x IR camera per eye[59] | Eye-Tracked Foveated Rendering (ETFR)[1][40] |
| Varjo Aero | 2021 | 2880 x 2720 | Yes | 200Hz, sub-degree accuracy[60][61] | Dynamic Foveated Rendering (Dynamic Projection & VRS)[24][64] |
| Pimax Crystal | 2023 | 2880 x 2880 | Yes | 120Hz, Tobii-powered[41][65] | Dynamic Foveated Rendering (VRS & Quad Views)[41][27] |
| Pico 4 Pro | 2022 | 2160 x 2160 | Yes | Internal cameras | Eye-Tracked Foveated Rendering (ETFR) & FFR[56][66] |
| HTC Vive Pro 2 | 2021 | 2448 x 2448 | No (Add-on available) | N/A | Fixed Foveated Rendering (via VRS)[58] |
| Apple Vision Pro | 2024 | ~3660 x 3200 (est.) | Yes | High-speed cameras and IR illuminators | Eye-Tracked Foveated Rendering[63] |
Challenges and Limitations
Despite its significant benefits, implementing foveated rendering effectively presents several technical and perceptual challenges that must be addressed by hardware manufacturers and software developers.
Eye-Tracking Latency, Accuracy, and Jitter
The quality of the eye-tracking subsystem is the single most critical factor for the success of ETFR.
- Latency: As previously established, high end-to-end latency is the primary antagonist of foveated rendering. If the system cannot update the foveal region before the user's saccade completes and saccadic masking wears off, the user will perceive a blurry or low-resolution image at their new point of focus. This is a jarring artifact known as "pop-in."[46] Research indicates that while latencies of 80-150 ms cause significant issues, a total system latency of 50-70 ms can be tolerated without a major impact on the acceptable level of foveation.[15] Meta reports the end-to-end latency on the Quest Pro to be in the 46-57 ms range, which is within this acceptable threshold.[42]
- Accuracy and Jitter: The tracking system must be accurate enough to place the foveal region correctly. Inaccuracies can lead to the user's actual fovea landing on a medium- or low-resolution part of the image. Furthermore, the tracking data must be stable. "Jitter," or small, rapid fluctuations in the reported gaze position, can cause the high-resolution area to shimmer or vibrate, which is highly distracting.
Perceptual Artifacts and Mitigation Strategies
Even with good eye tracking, aggressive or poorly implemented foveation can introduce noticeable visual artifacts.
- "Tunnel Vision": If the peripheral region is blurred too aggressively or if the filtering process causes a significant loss of contrast, it can create a subjective feeling of looking through a narrow tunnel, which detracts from the sense of immersion.[67]
- Flicker and Aliasing: Certain quality reduction methods, especially simple subsampling, can introduce temporal artifacts like shimmering and flickering, or spatial artifacts like jagged edges (aliasing) in the periphery. While the periphery is less sensitive to detail, it is highly sensitive to motion and flicker, making these artifacts particularly noticeable.[68]
To combat these issues, developers employ several mitigation strategies. Creating a smooth "blend" region between the high- and medium-quality zones, rather than a sharp cutoff, can make the transition less obvious.[5] Some advanced renderers apply a contrast enhancement pass to the periphery to counteract the contrast loss caused by blurring, which helps restore the apparent detail and reduce the sense of tunnel vision.[67] Finally, using sophisticated anti-aliasing algorithms that are aware of the multi-resolution nature of the image can help to stabilize the periphery and reduce flicker.[67]
Developer Adoption and Implementation Complexity
While modern game engines and APIs have made implementation easier, foveated rendering is not always a simple "flick of a switch."
- Rendering Pipeline Incompatibility: Foveation can be incompatible with certain rendering techniques. For example, some post-processing effects that operate on the full-screen image may not work correctly with a multi-resolution input. Similarly, rendering to intermediate textures, which is common in techniques like camera stacking, can break the foveation pipeline in some engines.[47][69]
- Tuning and Testing: There is no universal "best" foveation setting. The optimal balance between performance gain and visual quality depends heavily on the specific content of an application. Developers must test and tune the foveation levels for different scenes to ensure artifacts are not visible during normal gameplay.[34][70]
- Fallback Support: For applications targeting devices with ETFR, developers must also consider the case where eye tracking is unavailable (e.g., the user disables it for privacy reasons or calibration fails). The application must be able to gracefully fall back to FFR or no foveation and still maintain its target frame rate, which adds another layer of complexity to performance management.[49]
History and Future Directions
Foveated rendering has evolved from a theoretical concept in academic papers to a cornerstone technology for modern VR, with ongoing research continuing to push its boundaries.
Early Research and Key Milestones
Research into gaze-contingent rendering can be traced back to at least 1990, when scientists began proposing that rendering computations could be reduced by taking the human visual acuity falloff into account.[71] However, early experiments were limited by the available hardware. The path to commercialization began in earnest with the modern resurgence of VR.
- 2014: The startup FOVE unveiled a prototype HMD at TechCrunch Disrupt, bringing the concept of an eye-tracked VR headset with foveated rendering into the public eye.[72] The company launched a successful Kickstarter in 2015, and the FOVE 0 headset shipped to developers in late 2016, becoming the first commercially available HMD with integrated eye tracking.[73]
- 2016: At CES, SensoMotoric Instruments (SMI) demonstrated a 250 Hz eye-tracking system retrofitted into an Oculus Rift, showcasing a low-latency foveated rendering solution that observers found imperceptible.[74] Later that year at SIGGRAPH, NVIDIA demonstrated a new, perceptually-based method claimed to be invisible to users, reporting a 50-66% reduction in pixel shading load.[75]
- 2017: Qualcomm announced its Snapdragon 835 VRDK, which included support for a foveation technique called "Adreno Foveation," signaling the technology's arrival on mobile processors.[76]
- 2019: Eye-tracking began to enter mainstream devices. The HTC Vive Pro Eye was announced at CES 2019 as a commercial headset with native eye tracking.[77] Later that year, Meta (then Facebook) provided developers with access to Fixed Foveated Rendering in the Oculus Quest SDK, marking its first large-scale commercial deployment.[78]
- 2022-2023: The launch of the Meta Quest Pro (2022) and PlayStation VR2 (2023) established Eye-Tracked Foveated Rendering as a flagship feature in the consumer VR market, cementing its role as a critical enabling technology for next-generation immersive experiences.[79]
- 2024: The release of the Apple Vision Pro further solidified the technology's importance, incorporating high-speed eye tracking as a core component for both rendering optimization and user interaction.[80]
Neural Reconstruction Approaches
A cutting-edge frontier in foveation involves neural rendering, which uses artificial intelligence to reconstruct a high-quality image from sparsely rendered data.
- DeepFovea: Developed by Facebook Reality Labs and presented at SIGGRAPH Asia 2019, DeepFovea pioneered neural reconstruction for foveated rendering. The system renders only 10% of peripheral pixels and then uses a convolutional neural network to "fill in" the missing information, enabling a potential 10-14× reduction in pixel shading.[22][81]
- Recent Advances: Research has continued to build on this concept. FoVolNet (2022) achieved a 25× speedup over DeepFovea for volume rendering.[82] VR-Splatting (2024) combines 3D Gaussian Splatting with foveated rendering to achieve photorealistic VR at 90Hz.[83]
Future Developments
The progression of foveated rendering represents a paradigm shift in computer graphics, moving away from a brute-force approach toward an intelligent, perceptually-driven allocation of resources.
- Near-term (2025-2026): Increased adoption of neural reconstruction techniques in consumer devices, potentially accelerated by on-chip NPUs. Standardization of foveation APIs via OpenXR will eliminate platform fragmentation.
- Mid-term (2026-2028): Foveated rendering will become mandatory for "retinal resolution" displays (60-70 pixels per degree) to be computationally feasible. Research will focus on adaptive foveation that personalizes the quality falloff curve for individual users.
- Long-term (2028+): The technology will likely be fully integrated with Neural Radiance Fields (NeRF) and cloud streaming (foveated transport) to deliver photorealistic, real-time graphics. This could also extend to other senses, such as multi-modal foveation for spatial audio and haptics.
See Also
References
- ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 "Foveated rendering - Wikipedia". https://en.wikipedia.org/wiki/Foveated_rendering.
- ↑ "What is Foveated Rendering - Unity". https://unity.com/glossary/foveated-rendering.
- ↑ "Foveated rendering - Unity Manual". https://docs.unity3d.com/6000.2/Documentation/Manual/xr-foveated-rendering.html.
- ↑ "Foveated Rendering". https://unity.com/glossary/foveated-rendering.
- ↑ 5.0 5.1 5.2 "An integrative view of foveated rendering". https://www.researchgate.net/publication/355503409_An_integrative_view_of_foveated_rendering.
- ↑ 6.0 6.1 6.2 6.3 "What is foveated rendering?". https://support.varjo.com/hc/en-us/what-is-foveated-rendering.
- ↑ "Eye tracking in virtual reality: a comprehensive overview of the human visual system, eye movement types, and technical considerations". https://pmc.ncbi.nlm.nih.gov/articles/PMC10449001/.
- ↑ "Save GPU with Eye Tracked Foveated Rendering". https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/.
- ↑ 9.0 9.1 "Gaze-Contingent Rendering for Deferred Shading". https://graphics.tu-bs.de/upload/publications/stengel2016adaptsampling.pdf.
- ↑ "Foveated rendering: A state-of-the-art survey". https://www.researchgate.net/publication/366842988_Foveated_rendering_A_state_of_the_art_survey.
- ↑ 11.0 11.1 11.2 "Type of Movement and Attentional Task Affect the Efficacy of a Foveated Rendering Method in Virtual Reality". https://research.manchester.ac.uk/files/296585058/toyf.pdf.
- ↑ 12.0 12.1 "Eye tracking in virtual reality: a comprehensive overview of the human visual system, eye movement types, and technical considerations". https://pmc.ncbi.nlm.nih.gov/articles/PMC10449001/.
- ↑ "Eye tracking in virtual reality: a comprehensive overview". https://pmc.ncbi.nlm.nih.gov/articles/PMC10449001/.
- ↑ 14.0 14.1 "Eye Tracking & Foveated Rendering Explained". https://www.reddit.com/r/oculus/comments/afj50w/eye_tracking_foveated_rendering_explained_what_it/.
- ↑ 15.0 15.1 15.2 15.3 "Latency Requirements for Eye-Tracked Foveated Rendering". https://research.nvidia.com/sites/default/files/pubs/2017-09_Latency-Requirements-for/a25-albert.pdf.
- ↑ 16.0 16.1 "Towards Attention-Aware Foveated Rendering". https://www.computationalimaging.org/publications/attention-aware/.
- ↑ 17.0 17.1 "“Towards Attention–Aware Foveated Rendering” by Krajancich, Kellnhofer and Wetzstein". https://history.siggraph.org/learning/towards-attention-aware-foveated-rendering-by-krajancich-kellnhofer-and-wetzstein/.
- ↑ "Gaze-Contingent Multiresolution Visualization for Large-Scale Vector and Volume Data". https://vgl.cs.usfca.edu/assets/Foveated_Visualization___VDA_2020.pdf.
- ↑ "Gaze Contingent Foveated Rendering for 2D Displays". http://stanford.edu/class/ee367/Winter2017/mehra_sankar_ee367_win17_report.pdf.
- ↑ 20.0 20.1 "What is Foveated Rendering? - autovrse". https://www.autovrse.com/foveated-rendering.
- ↑ Guenter, Brian; Grimes, Mark; Nehab, Diego; Sander, Pedro V.; Summa, João (2012). "Efficient rerendering in viewport space". 31. pp. 1–13. Template:Hide in printTemplate:Only in print.
- ↑ 22.0 22.1 Kaplanyan, Anton (2019). "DeepFovea: Neural reconstruction for foveated rendering". 38. pp. 1–15. Template:Hide in printTemplate:Only in print.
- ↑ 23.0 23.1 23.2 "Foveated Rendering - OpenXR Toolkit". https://mbucchia.github.io/OpenXR-Toolkit/fr.html.
- ↑ 24.0 24.1 24.2 "Foveated Rendering - Varjo for Developers". https://developer.varjo.com/docs/native/foveated-rendering-api.
- ↑ 25.0 25.1 25.2 25.3 25.4 25.5 25.6 "Foveated rendering - PICO Unreal OpenXR Plugin". https://developer.picoxr.com/document/unreal-openxr/fixed-foveated-rendering/.
- ↑ 26.0 26.1 26.2 "DCS Dynamic Foveated Rendering available for more headsets". https://www.reddit.com/r/hoggit/comments/15ep59q/dcs_dynamic_foveated_rendering_available_for_more/.
- ↑ 27.0 27.1 "Quad Views Foveated Rendering for Pimax Crystal". https://pimax.com/blogs/blogs/quad-views-foveated-rendering-for-pimax-crystal.
- ↑ 28.0 28.1 "Vulkan for Mobile VR Rendering". https://developers.meta.com/horizon/blog/vulkan-for-mobile-vr-rendering/.
- ↑ 29.0 29.1 "Vulkan API Documentation: VK_EXT_fragment_density_map". https://expipiplus1.github.io/vulkan/vulkan-3.8.1-docs/Vulkan-Extensions-VK_EXT_fragment_density_map.html.
- ↑ "Improving Foveated Rendering with the Fragment Density Map Offset Extension for Vulkan". https://www.qualcomm.com/developer/blog/2022/08/improving-foveated-rendering-fragment-density-map-offset-extension-vulkan.
- ↑ 31.0 31.1 "Pixvana’s FOVAS Technology Delivers 8K VR Video on Today’s Headsets". Business Wire. 2016-09-07. https://www.businesswire.com/news/home/20160907005500/en/Pixvana’s-FOVAS-Technology-Delivers-8K-VR-Video-on-Today’s-Headsets.
- ↑ 32.0 32.1 32.2 32.3 "What Is Foveated Rendering? - JigSpace". https://www.jig.com/spatial-computing/foveated-rendering.
- ↑ "Save GPU with Eye Tracked Foveated Rendering". https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/.
- ↑ 34.0 34.1 34.2 34.3 34.4 "Fixed foveated rendering (FFR) - Meta Quest". https://developers.meta.com/horizon/documentation/unity/os-fixed-foveated-rendering/.
- ↑ 35.0 35.1 35.2 35.3 35.4 "What is foveated rendering and what does it mean for VR?". https://vrx.vr-expert.com/what-is-foveated-rendering-and-what-does-it-mean-for-vr/.
- ↑ "Power, Performance, and Quality of Gaze-Tracked Foveated Rendering in Practical XR Systems". https://3dvar.com/Singh2023Power.pdf.
- ↑ 37.0 37.1 37.2 "Foveated rendering in OpenXR - Unity Manual". https://docs.unity3d.com/Packages/[email protected]/manual/features/foveatedrendering.html.
- ↑ "Eye tracking and dynamic foveated rendering - Tobii". https://www.tobii.com/resource-center/reports-and-papers/eye-tracking-and-dynamic-foveated-rendering.
- ↑ 39.0 39.1 39.2 39.3 39.4 39.5 "Quest Pro Foveated Rendering GPU Savings Detailed". https://www.uploadvr.com/quest-pro-foveated-rendering-performance/.
- ↑ 40.0 40.1 40.2 "PSVR 2 Specs Run 3.6x Faster Using Eye-Tracking Technology". https://www.playstationlifestyle.net/2022/03/28/psvr-2-specs-eye-tracking-foveated-rendering/.
- ↑ 41.0 41.1 41.2 41.3 41.4 41.5 41.6 [httpshttps://pimax.com/blogs/blogs/the-crystal-supers-secret-weapon-dynamic-foveated-rendering "The Crystal Super's Secret Weapon: Dynamic Foveated Rendering"]. httpshttps://pimax.com/blogs/blogs/the-crystal-supers-secret-weapon-dynamic-foveated-rendering.
- ↑ 42.0 42.1 42.2 42.3 "Save GPU with Eye Tracked Foveated Rendering". https://developers.meta.com/horizon/blog/save-gpu-with-eye-tracked-foveated-rendering/.
- ↑ 43.0 43.1 "PSVR 2 Foveated Rendering Provides 3.6x Faster Performance - Unity". https://www.uploadvr.com/psvr-2-eye-tracking-foveated-rendering-gdc/.
- ↑ "Foveated Rendering". Varjo for developers. 2023. https://developer.varjo.com/docs/native/foveated-rendering-api.
- ↑ "Quest Pro's Foveated Rendering Saves up to 52% Performance". https://80.lv/articles/quest-pro-s-foveated-rendering-saves-up-to-52-performance.
- ↑ 46.0 46.1 "unity foveated rendering test 4x fps increase with a pretty simple rendering strategy". https://www.reddit.com/r/oculus/comments/3bls3q/unity_foveated_rendering_test_4x_fps_increase/.
- ↑ 47.0 47.1 47.2 "Fixed foveated rendering - PICO Unity Integration SDK". https://developer.picoxr.com/document/unity/fixed-foveated-rendering/.
- ↑ 48.0 48.1 48.2 "Eye Tracked Foveated Rendering - Unity". https://developers.meta.com/horizon/documentation/unity/unity-eye-tracked-foveated-rendering/.
- ↑ 49.0 49.1 49.2 49.3 "Eye Tracked Foveated Rendering - Unreal". https://developers.meta.com/horizon/documentation/unreal/unreal-eye-tracked-foveated-rendering/.
- ↑ Li, Jian (2021). "Foveated video coding for cloud-based VR streaming". pp. 1–6. Template:Hide in printTemplate:Only in print.
- ↑ Gallo, Luigi (2013). "Foveation for 3D volume rendering". pp. 1–6. Template:Hide in printTemplate:Only in print.
- ↑ Chakravarthula, Praneeth (2021). "To the holograms born". 40. pp. 1–16. Template:Hide in printTemplate:Only in print.
- ↑ "XR Foveated Rendering - Unity Roadmap". https://unity.com/roadmap/1356-xr-foveated-rendering.
- ↑ 54.0 54.1 54.2 "Foveated rendering - Unity Manual". https://docs.unity3d.com/6000.2/Documentation/Manual/xr-foveated-rendering.html.
- ↑ "Using Fixed Foveated Rendering - Unity". https://developers.meta.com/horizon/documentation/unity/unity-fixed-foveated-rendering/.
- ↑ 56.0 56.1 56.2 "Eye tracked foveated rendering - PICO Unity Integration SDK". https://developer.picoxr.com/document/unity/eye-tracked-foveated-rendering/.
- ↑ 57.0 57.1 "Foveated Rendering - VIVE OpenXR Unreal". https://developer.vive.com/resources/openxr/unreal/unreal-tutorials/rendering/foveated-rendering/.
- ↑ 58.0 58.1 [https.dev.epicgames.com/documentation/en-us/unreal-engine/vr-performance-features?application_version=4.27 "VR Performance Features - Unreal Engine 4.27 Documentation"]. https.dev.epicgames.com/documentation/en-us/unreal-engine/vr-performance-features?application_version=4.27.
- ↑ 59.0 59.1 59.2 [https.www.playstation.com/en-ca/ps-vr2/ps-vr2-tech-specs/ "PlayStation VR2 tech specs"]. https.www.playstation.com/en-ca/ps-vr2/ps-vr2-tech-specs/.
- ↑ 60.0 60.1 60.2 60.3 "Varjo Aero - Varjo". https://varjo.com/products/aero.
- ↑ 61.0 61.1 "Eye tracking with Varjo headset". https://developer.varjo.com/docs/get-started/eye-tracking-with-varjo-headset.
- ↑ "Pimax Crystal Super". https://pimax.com/pages/pimax-crystal-super.
- ↑ 63.0 63.1 [https.www.pcmag.com/picks/the-best-vr-headsets "The Best VR Headsets for 2025"]. https.www.pcmag.com/picks/the-best-vr-headsets.
- ↑ "Foveated rendering - Varjo Support". https://support.varjo.com/hc/en-us/foveated-rendering.
- ↑ [httpshttps://pimax.com/blogs/blogs/about-dynamic-foveated-rendering-dfr-in-virtual-reality-vr "About Dynamic Foveated Rendering (DFR) in Virtual Reality (VR)"]. httpshttps://pimax.com/blogs/blogs/about-dynamic-foveated-rendering-dfr-in-virtual-reality-vr.
- ↑ "Foveated rendering - PICO Unreal Integration SDK". https://developer.picoxr.com/document/unreal/fixed-foveated-rendering/.
- ↑ 67.0 67.1 67.2 "A Perceptually-Based Foveated Real-Time Renderer". http://cwyman.org/papers/siga16_gazeTrackedFoveatedRendering.pdf.
- ↑ [https::research.nvidia.com/publication/2016-07_perceptually-based-foveated-virtual-reality "Perceptually-Based Foveated Virtual Reality"]. https::research.nvidia.com/publication/2016-07_perceptually-based-foveated-virtual-reality.
- ↑ [httpss://docs.spaces.qualcomm.com/unity/setup/foveated-rendering "Foveated Rendering - Snapdragon Spaces"]. httpss://docs.spaces.qualcomm.com/unity/setup/foveated-rendering.
- ↑ [httpshttps://www.reddit.com/r/PSVR/comments/1eacq3v/do_all_psvr2_games_use_foverated_rendering/ "Do all PSVR2 games use foverated rendering?"]. httpshttps://www.reddit.com/r/PSVR/comments/1eacq3v/do_all_psvr2_games_use_foverated_rendering/.
- ↑ Levoy, Marc
- Whitaker, Robert(1990). "Gaze-directed volume rendering".{Template:Journal
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- ↑ "FOVE Uses Eye Tracking To Make Virtual Reality More Immersive". TechCrunch. 2014-09-10. https://techcrunch.com/2014/09/09/fove/.
- ↑ "FOVE: The World's First Eye Tracking Virtual Reality Headset". Kickstarter. 2015-09-01. https://www.kickstarter.com/projects/fove/fove-the-worlds-first-eye-tracking-virtual-reality.
- ↑ "SMI's 250Hz Eye Tracking and Foveated Rendering Are For Real". UploadVR. 2016-01-15. https://uploadvr.com/smi-hands-on-250hz-eye-tracking/.
- ↑ "NVIDIA Partners with SMI on Innovative Rendering Technique That Improves VR". NVIDIA. 2016-07-21. https://blogs.nvidia.com/blog/2016/07/21/rendering-foveated-vr/.
- ↑ "Qualcomm Introduces Snapdragon 835 Virtual Reality Development Kit". Qualcomm. 2017-02-23. https://www.qualcomm.com/news/releases/2017/02/23/qualcomm-introduces-snapdragon-835-virtual-reality-development-kit.
- ↑ "HTC announces new Vive Pro Eye virtual reality headset with native eye tracking". The Verge. 2019-01-07. https://www.theverge.com/2019/1/7/18172700/htc-vive-pro-eye-tracking-virtual-reality-headset-features-pricing-release-date-ces-2019.
- ↑ "Oculus Quest gets dynamic fixed foveated rendering". VentureBeat. 2019-12-22. https://venturebeat.com/2019/12/22/oculus-quest-gets-dynamic-fixed-foveated-rendering/.
- ↑ "PlayStation VR2 and PlayStation VR2 Sense controller: The next generation of VR gaming on PS5". PlayStation Blog. 2022-01-04. https://blog.playstation.com/2022/01/04/playstation-vr2-and-playstation-vr2-sense-controller-the-next-generation-of-vr-gaming-on-ps5/. Cite error: Invalid
<ref>tag; name "PSVR2_Blog" defined multiple times with different content - ↑ "Discover visionOS". Apple Developer. 2023-06-07. https://developer.apple.com/visionos/.
- ↑ "DeepFovea: Neural Reconstruction for Foveated Rendering". ACM SIGGRAPH. 2019. https://dl.acm.org/doi/10.1145/3306307.3328186.
- ↑ "FoVolNet: Fast Volume Rendering using Foveated Deep Neural Networks". arXiv. 2022. https://arxiv.org/abs/2209.09965.
- ↑ "VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points". ACM. 2024. https://dl.acm.org/doi/10.1145/3728302.