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Sophie Kergaßner

Publications and source records attributed to Sophie Kergaßner.

2 recordsLinked to original sources

It's Not Just a Phase: Creating Phase-Aligned Peripheral Metamers

Novel display technologies can deliver high-quality images across a wide field of view, creating immersive experiences. While rendering for such devices is expensive, most of the content falls into peripheral vision, where human perception differs from that in the fovea. Consequently, it is critical to understand and leverage the limitations of visual perception to enable efficient rendering. A standard approach is to exploit the reduced sensitivity to spatial details in the periphery by reducing rendering resolution, so-called foveated rendering. While this strategy avoids rendering part of the content altogether, an alternative promising direction is to replace accurate and expensive rendering with inexpensive synthesis of content that is perceptually indistinguishable from the ground-truth image. In this paper, we propose such a method for the efficient generation of an image signal that substitutes the rendering of high-frequency details. The method is grounded in findings from image statistics, which show that preserving appropriate local statistics is critical for perceived image quality. Based on this insight, we extrapolate several local image statistics from foveated content into higher spatial frequency ranges that are attenuated or omitted in the rendering process. This rich set of statistics is later used to synthesize a signal that is added to the initial rendering, boosting its perceived quality. We focus on phase information, demonstrating the importance of its alignment across space and frequencies. We calibrate and compare our method with state-of-the-art strategies, showing a significant reduction in the content that must be accurately rendered at a relatively small extra cost for synthesizing the additional signal.

cs.GR↗

Towards Understanding Depth Perception in Foveated Rendering

The true vision for real-time virtual and augmented reality is reproducing our visual reality in its entirety on immersive displays. To this end, foveated rendering leverages the limitations of spatial acuity in human peripheral vision to allocate computational resources to the fovea while reducing quality in the periphery. Such methods are often derived from studies on the spatial resolution of the human visual system and its ability to perceive blur in the periphery, enabling the potential for high spatial quality in real-time. However, the effects of blur on other visual cues that depend on luminance contrast, such as depth, remain largely unexplored. It is critical to understand this interplay, as accurate depth representation is a fundamental aspect of visual realism. In this paper, we present the first evaluation exploring the effects of foveated rendering on stereoscopic depth perception. We design a psychovisual experiment to quantitatively study the effects of peripheral blur on depth perception. Our analysis demonstrates that stereoscopic acuity remains unaffected (or even improves) by high levels of peripheral blur. Based on our studies, we derive a simple perceptual model that determines the amount of foveation that does not affect stereoacuity. Furthermore, we analyze the model in the context of common foveation practices reported in literature. The findings indicate that foveated rendering does not impact stereoscopic depth perception, and stereoacuity remains unaffected with up to 2x stronger foveation than commonly used. Finally, we conduct a validation experiment and show that our findings hold for complex natural stimuli.

cs.CV↗