Temporal Resolution Multiplexing : Exploiting the limitations of spatio-temporal vision for more efficient VR rendering

Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requi...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 25(2019), 5 vom: 18. Mai, Seite 2072-2082
1. Verfasser: Denes, Gyorgy (VerfasserIn)
Weitere Verfasser: Maruszczyk, Kuba, Ash, George, Mantiuk, Rafal K
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2019
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
LEADER 01000naa a22002652 4500
001 NLM294191402
003 DE-627
005 20231225080942.0
007 cr uuu---uuuuu
008 231225s2019 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2019.2898741  |2 doi 
028 5 2 |a pubmed24n0980.xml 
035 |a (DE-627)NLM294191402 
035 |a (NLM)30794178 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Denes, Gyorgy  |e verfasserin  |4 aut 
245 1 0 |a Temporal Resolution Multiplexing  |b Exploiting the limitations of spatio-temporal vision for more efficient VR rendering 
264 1 |c 2019 
336 |a Text  |b txt  |2 rdacontent 
337 |a ƒaComputermedien  |b c  |2 rdamedia 
338 |a ƒa Online-Ressource  |b cr  |2 rdacarrier 
500 |a Date Revised 20.11.2019 
500 |a published: Print-Electronic 
500 |a Citation Status PubMed-not-MEDLINE 
520 |a Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requirements and transmission bandwidth can be reduced using a conceptually simple technique that integrates well with existing rendering pipelines. Every even-numbered frame is rendered at a lower resolution, and every odd-numbered frame is kept at high resolution but is modified in order to compensate for the previous loss of high spatial frequencies. When the frames are seen at a high frame rate, they are fused and perceived as high-resolution and high-frame-rate animation. The technique relies on the limited ability of the visual system to perceive high spatio-temporal frequencies. Despite its conceptual simplicity, correct execution of the technique requires a number of non-trivial steps: display photometric temporal response must be modeled, flicker and motion artifacts must be avoided, and the generated signal must not exceed the dynamic range of the display. Our experiments, performed on a high-frame-rate LCD monitor and OLED-based VR headsets, explore the parameter space of the proposed technique and demonstrate that its perceived quality is indistinguishable from full-resolution rendering. The technique is an attractive alternative to reprojection and resolution reduction of all frames 
650 4 |a Journal Article 
700 1 |a Maruszczyk, Kuba  |e verfasserin  |4 aut 
700 1 |a Ash, George  |e verfasserin  |4 aut 
700 1 |a Mantiuk, Rafal K  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 25(2019), 5 vom: 18. Mai, Seite 2072-2082  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnns 
773 1 8 |g volume:25  |g year:2019  |g number:5  |g day:18  |g month:05  |g pages:2072-2082 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2019.2898741  |3 Volltext 
912 |a GBV_USEFLAG_A 
912 |a SYSFLAG_A 
912 |a GBV_NLM 
912 |a GBV_ILN_350 
951 |a AR 
952 |d 25  |j 2019  |e 5  |b 18  |c 05  |h 2072-2082