Please use this identifier to cite or link to this item: http://bura.brunel.ac.uk/handle/2438/13934
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dc.contributor.authorWeier, M-
dc.contributor.authorRoth, T-
dc.contributor.authorKruijff, E-
dc.contributor.authorHinkenjann, A-
dc.contributor.authorSlusallek, P-
dc.contributor.authorLi, Y-
dc.date.accessioned2017-01-25T16:41:12Z-
dc.date.available2017-01-25T16:41:12Z-
dc.date.issued2016-
dc.identifier.citationProceedings of International Conference Pacific Graphics, October 11-14, 2016, Okinawa, Japan, (2016)en_US
dc.identifier.issn0167-7055-
dc.identifier.urihttp://bura.brunel.ac.uk/handle/2438/13934-
dc.description.abstractHead-mounted displays with dense pixel arrays used for virtual reality applications require high frame rates and low latency rendering. This forms a challenging use case for any rendering approach. In addition to its ability of generating realistic images, ray tracing offers a number of distinct advantages, but has been held back mainly by its performance. In this paper, we present an approach that significantly improves image generation performance of ray tracing. This is done by combining foveated rendering based on eye tracking with reprojection rendering using previous frames in order to drastically reduce the number of new image samples per frame. To reproject samples a coarse geometry is reconstructed from a G-Buffer. Possible errors introduced by this reprojection as well as parts that are critical to the perception are scheduled for resampling. Additionally, a coarse color buffer is used to provide an initial image, refined smoothly by more samples were needed. Evaluations and user tests show that our method achieves real-time frame rates, while visual differences compared to fully rendered images are hardly perceivable. As a result, we can ray trace non-trivial static scenes for the Oculus DK2 HMD at 1182 × 1464 per eye within the the VSync limits without perceived visual differences.en_US
dc.description.sponsorshipWe would like to thank NVIDIA for providing us with two Quadro K6000 graphics cards as well as Intel Visual Computing Institute, the European Union (EU) for the co-funding as part of the Dreamspace and the FIWARE projects and the German Federal Ministry for Economic Affairs and Energy (BMWi) for funding the MATEDIS ZIM-project (grant no KF2644109).en_US
dc.language.isoenen_US
dc.publisherWileyen_US
dc.sourcePacific Graphics-
dc.sourcePacific Graphics-
dc.subjectThree-dimensional graphics and realismen_US
dc.subjectRay tracingen_US
dc.subjectVirtual realityen_US
dc.titleFoveated real-time ray tracing for head-mounted displaysen_US
dc.typeConference Paperen_US
pubs.publication-statusPublished-
Appears in Collections:Dept of Computer Science Research Papers

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