Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105553
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dc.contributorDepartment of Computingen_US
dc.creatorZhu, Fen_US
dc.creatorLu, Pen_US
dc.creatorLi, Pen_US
dc.creatorSheng, Ben_US
dc.creatorMao, Len_US
dc.date.accessioned2024-04-15T07:35:00Z-
dc.date.available2024-04-15T07:35:00Z-
dc.identifier.isbn978-3-030-61863-6en_US
dc.identifier.isbn978-3-030-61864-3 (eBook)en_US
dc.identifier.issn0302-9743en_US
dc.identifier.urihttp://hdl.handle.net/10397/105553-
dc.description37th Computer Graphics International Conference, CGI 2020, Geneva, Switzerland, October 20–23, 2020en_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.rights© Springer Nature Switzerland AG 2020en_US
dc.rightsThis version of the proceeding paper has been accepted for publication, after peer review (when applicable) and is subject to Springer Nature’s AM terms of use(https://www.springernature.com/gp/open-research/policies/accepted-manuscript-terms), but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. The Version of Record is available online at: http://dx.doi.org/10.1007/978-3-030-61864-3_2.en_US
dc.subjectFoveated renderingen_US
dc.subjectPicture saliencyen_US
dc.subjectViewpoint predictionen_US
dc.subjectVRen_US
dc.titleGaze-contingent rendering in virtual realityen_US
dc.typeConference Paperen_US
dc.identifier.spage16en_US
dc.identifier.epage23en_US
dc.identifier.volume12221en_US
dc.identifier.doi10.1007/978-3-030-61864-3_2en_US
dcterms.abstractVirtual reality (VR) is a technology that relies on a computer graphics system and other external display and control interfaces, to create an immersive experience by generating an interactive three-dimensional environment on a computer. Currently, however, most virtual reality scenes are far behind the real world in naturalism. One of the limitations is the insufficient graphics computing performance of the computer. It is difficult for mainstream consumer GPUs to meet the requirements of high picture quality and high fluency at the same time when running VR scenes, resulting in a reduction in the game’s visual experience and even human discomfort. In order to balance the quality and fluency of the picture, the areas within and outside the focus range of the user’s sight can be rendered hierarchically, so as to efficiently use computing resources. In order to achieve this goal, the following article proposes a model that combines the saliency information of the virtual scene and the head motion information to predict the focus of the field of view in real time. The model can assign different rendering priorities to objects in the field of view according to the prediction results, and give different priorities, use different rendering algorithms to provide a flexible VR scene rendering optimization solution.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationLecture notes in computer science (including subseries Lecture notes in artificial intelligence and lecture notes in bioinformatics), 2020, v. 12221, p. 16-23en_US
dcterms.isPartOfLecture notes in computer science (including subseries Lecture notes in artificial intelligence and lecture notes in bioinformatics)en_US
dcterms.issued2020-
dc.identifier.scopus2-s2.0-85096618932-
dc.relation.conferenceComputer Graphics International Conference [CGI]en_US
dc.identifier.eissn1611-3349en_US
dc.description.validate202402 bcchen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberCOMP-0437-
dc.description.fundingSourceOthersen_US
dc.description.fundingTextNational Key Research and Development Program of China; National Natural Science Foundation of China; Science and Technology Commission of Shanghai Municipalityen_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS43142657-
dc.description.oaCategoryGreen (AAM)en_US
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