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Sergej Geringer

Publications and source records attributed to Sergej Geringer.

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Amulet: Frame Extrapolation Through Sparse Layered Scene Representation and Adaptive Shading

We introduce Amulet, a rendering method that transforms a scene into a sparse, tiled and layered intermediate scene representation (cache) for high-frequency frame extrapolation. In contrast to reprojection-based techniques, Amulet explicitly rasterizes and stores potentially visible geometry in its layered image-space cache, allowing accurate shading and inpainting of newly disoccluded regions without hallucination. Our key contribution is a cache that is predictively filled with shading information for future views, amortized over multiple current frames. Novel views are synthesized by hierarchically traversing the cache front to back and refining stale or missing shading on the fly. Using a predictive, gradient-based scheduler that assigns lifetimes for each tile, we enable adaptive shading updates under motion and dynamic lighting. Amulet decouples the rasterization and shading rate from the refresh rate of the display. In many scenarios, our cache can use a single shaded frame to synthesize multiple extrapolated frames with only a few localized updates. In a typical application, we extrapolate a 60 Hz shading rate to a 240 Hz display. Amulet achieves up to 250 Hz at 4K resolution and is competitive with state-of-the-art frame generation methods, including DLSS and neural-flow approaches, in multiple metrics. Amulet explores the design space of sparse layered image-space representation. It enables accurate, non-neural multi frame extrapolation with explicit handling of disocclusions. Our findings show that Amulet can extrapolate many more frames than contemporary methods with high quality, rivaling latency-bound frame interpolation methods with similar quality in many scenes.

cs.GR

Evaluating Foveated Frame Rate Reduction in Virtual Reality for Head-Mounted Displays

Foveated rendering methods usually reduce spatial resolution in the periphery of the users' view. However, using foveated rendering to reduce temporal resolution, i.e., rendering frame rate, seems less explored. In this work, we present the results of a user study investigating the perceptual effects of foveated temporal resolution reduction, where only the temporal resolution (frame rate) is reduced in the periphery without affecting spatial quality (pixel density). In particular, we investigated the perception of temporal resolution artifacts caused by reducing the frame rate dependent on the eccentricity of the user's gaze. Our user study with 15 participants was conducted in a virtual reality setting using a head-mounted display. Our results indicate that it was possible to reduce average rendering costs, i.e., the number of rendered pixels, to a large degree before participants consistently reported perceiving temporal artifacts.

cs.HC