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Progressive rendering, for example Monte Carlo rendering of 360 content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.


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Instantaneous foveated preview for progressive Monte Carlo rendering

Show Author's information Matias K. Koskela1( )Kalle V. Immonen1Timo T. Viitanen1Pekka O. Jääskeläinen1Joonas I. Multanen1Jarmo H. Takala1
Tampere University of Technology, Tampere, 33720, Finland.

Abstract

Progressive rendering, for example Monte Carlo rendering of 360 content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas.

Keywords: Monte Carlo rendering, foveated rendering, progressive rendering, preview, 360 content

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Publication history

Revised: 23 December 2017
Accepted: 17 February 2018
Published: 04 April 2018
Issue date: September 2018

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© The Author(s) 2018

Acknowledgements

The authors would like to thank the creators of the 3D models used in the user study: Christophe Seux for Classroom, Anat Grynberg and Greg Ward for Conference, Marko Dabrovic for Sibenik (License: CC BY-NC), and Frank Meinl for Crytek Sponza (License: CC BY 3.0). In addition, the authors would like to thank Heli Väätäjä, Chelsea Kelling, and Otto Kauhanen for helpful discussions.

The work was financially supported by the TUT Graduate School, Nokia Foundation, Emil Aaltonen Foundation, Finnish Foundation for Technology Promotion, Academy of Finland (funding decision 297548), Finnish Funding Agency for Technology and Innovation (funding decision 40142/14, FiDiPro-StreamPro) and ARTEMIS joint undertaking under grant agreement no 621439 (ALMARVI).

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