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Ville Cantory

Publications and source records attributed to Ville Cantory.

4 recordsLinked to original sources

Masking Judder in Foveated Rendering with Phase-Shifted Noise

Low framerates during rendering arise when frame time exceeds the rendering budget, or can be introduced deliberately to save computation, for example in foveated rendering, where the periphery can be rendered at a reduced spatial and temporal resolution. However, low frame rates also cause non-smooth motion, or judder, degrading perceived image quality. Judder manifests as aliasing in the spatiotemporal frequency domain; temporal filtering, such as blurring, can suppress it, but at an additional computational cost and incur a larger loss of detail. Prior work has shown that inexpensive synthesized noise can compensate for the loss of spatial detail and velocity perception caused by foveation, but its potential for restoring motion cues lost to reduced temporal resolution has not yet been explored. We show that such noise can itself restore these cues: translating a Gabor kernel reduces to a phase shift, and modulating a kernel phase creates a perception of smooth motion without having to fully rerender the noise. We derive a method that, given the on-screen angular velocity and the temporal rendering rate, selects a spatial frequency noise band such that phase shifts perceptually mask judder without introducing motion aliasing of their own. User experiments show that our technique substantially expands the range of angular velocities over which motion at reduced temporal resolution remains smooth, without objectionable degradation of image quality.

cs.GR↗

Enhancing Foveated Rendering with Weighted Reservoir Sampling

Spatiotemporal sensitivity to high frequency information declines with increased peripheral eccentricity. Foveated rendering exploits this by decreasing the spatial resolution of rendered images in peripheral vision, reducing the rendering cost by omitting high frequency details. As foveation levels increase, the rendering quality is reduced, and traditional foveated rendering systems tend not to preserve samples that were previously rendered at high spatial resolution in previous frames. Additionally, prior research has shown that saccade landing positions are distributed around a target location rather than landing at a single point, and that even during fixations, eyes perform small microsaccades around a fixation point. This creates an opportunity for sampling from temporally neighbouring frames with differing foveal locations to reduce the required rendered size of the foveal region while achieving a higher perceived image quality. We further observe that the temporal presentation of pixels frame-to-frame can be viewed as a data stream, presenting a random sampling problem. Following this intuition, we propose a Weighted Reservoir Sampling technique to efficiently maintain a reservoir of the perceptually relevant high quality pixel samples from previous frames and incorporate them into the computation of the current frame. This allows the renderer to render a smaller region of foveal pixels per frame by temporally reusing pixel samples that are still relevant to reconstruct a higher perceived image quality, while allowing for higher levels of foveation. Our method operates on the output of foveated rendering, and runs in under 1\,ms at 4K resolution, making it highly efficient and integrable with real-time VR and AR foveated rendering systems.

cs.GR↗

Peripheral Teleportation: A Rest Frame Design to Mitigate Cybersickness During Virtual Locomotion

Mitigating cybersickness can improve the usability of virtual reality (VR) and increase its adoption. The most widely used technique, dynamic field-of-view (FOV) restriction, mitigates cybersickness by blacking out the peripheral region of the user's FOV. However, this approach reduces the visibility of the virtual environment. We propose peripheral teleportation, a novel technique that creates a rest frame (RF) in the user's peripheral vision using content rendered from the current virtual environment. Specifically, the peripheral region is rendered by a pair of RF cameras whose transforms are updated by the user's physical motion. We apply alternating teleportations during translations, or snap turns during rotations, to the RF cameras to keep them close to the current viewpoint transformation. Consequently, the optical flow generated by RF cameras matches the user's physical motion, creating a stable peripheral view. In a between-subjects study (N = 90), we compared peripheral teleportation with a traditional black FOV restrictor and an unrestricted control condition. The results showed that peripheral teleportation significantly reduced discomfort and enabled participants to stay immersed in the virtual environment for a longer duration of time. Overall, these findings suggest that peripheral teleportation is a promising technique that VR practitioners may consider adding to their cybersickness mitigation toolset.

cs.HC↗

An Image-Space Split-Rendering Approach to Accelerate Low-Powered Virtual Reality

Virtual Reality systems provide many opportunities for scientific research and consumer enjoyment; however, they are more demanding than traditional desktop applications and require a wired connection to desktops in order to enjoy maximum quality. Standalone options that are not connected to computers exist, yet they are powered by mobile GPUs, which provide limited power in comparison to desktop rendering. Alternative approaches to improve performance on mobile devices use server rendering to render frames for a client and treat the client largely as a display device. However, current streaming solutions largely suffer from high end-to-end latency due to processing and networking requirements, as well as underutilization of the client. We propose a networked split-rendering approach to achieve faster end-to-end image presentation rates on the mobile device while preserving image quality. Our proposed solution uses an image-space division of labour between the server-side GPU and the mobile client, and achieves a significantly faster runtime than client-only rendering and than using a thin-client approach, which is mostly reliant on the server.

cs.GR↗