Foveated Stochastic Lightcuts

Foveated rendering provides an idea for accelerating rendering algorithms without sacrificing the perceived rendering quality in virtual reality applications. In this paper, we propose a foveated stochastic lightcuts method to render high-quality many-lights illumination effects in high perception-s...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 28(2022), 11 vom: 01. Nov., Seite 3684-3693
1. Verfasser: Shi, Xuehuai (VerfasserIn)
Weitere Verfasser: Wang, Lili, Wu, Jian, Fan, Runze, Hao, Aimin
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2022
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article
LEADER 01000naa a22002652 4500
001 NLM34566289X
003 DE-627
005 20231226025602.0
007 cr uuu---uuuuu
008 231226s2022 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2022.3203089  |2 doi 
028 5 2 |a pubmed24n1152.xml 
035 |a (DE-627)NLM34566289X 
035 |a (NLM)36049004 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Shi, Xuehuai  |e verfasserin  |4 aut 
245 1 0 |a Foveated Stochastic Lightcuts 
264 1 |c 2022 
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 24.10.2022 
500 |a published: Print-Electronic 
500 |a Citation Status PubMed-not-MEDLINE 
520 |a Foveated rendering provides an idea for accelerating rendering algorithms without sacrificing the perceived rendering quality in virtual reality applications. In this paper, we propose a foveated stochastic lightcuts method to render high-quality many-lights illumination effects in high perception-sensitive regions. First, we introduce a spatiotemporal-luminance based lightcuts generation method to generate lightcuts with different accuracy for different visual perception-sensitive regions. Then we propose a multi-resolution light samples selection method to select the light sample for each node in the lightcuts more efficiently. Our method supports full-dynamic scenes containing over 250k dynamic light sources and dynamic diffuse/specular/glossy objects. It provides frame rates up to 110fps for high-quality many-lights illumination effects in high perception-sensitive regions of the HVS in VR HMDs. Compared with the state-of-the-art stochastic lightcuts method using the same rendering time, our method achieves smaller mean squared errors in the fovea and periphery. We also conduct user studies to prove that the perceived quality of our method has a high visual similarity with the results of the ground truth rendered by using the stochastic lightcuts with 2048 light samples per pixel 
650 4 |a Journal Article 
700 1 |a Wang, Lili  |e verfasserin  |4 aut 
700 1 |a Wu, Jian  |e verfasserin  |4 aut 
700 1 |a Fan, Runze  |e verfasserin  |4 aut 
700 1 |a Hao, Aimin  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 28(2022), 11 vom: 01. Nov., Seite 3684-3693  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnns 
773 1 8 |g volume:28  |g year:2022  |g number:11  |g day:01  |g month:11  |g pages:3684-3693 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2022.3203089  |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 28  |j 2022  |e 11  |b 01  |c 11  |h 3684-3693