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Latency aware foveated rendering in unreal engine 4

Published:24 November 2015Publication History

ABSTRACT

We contribute a foveated rendering implementation in Unreal Engine 4 (UE4) and a straight-forward metric to allow calculation of rendered foveal region sizes to compensate for overall system latency and maintain perceptual losslessness. Our system demonstrates appreciable computational gains in large resolution real-time rendering scenarios.

References

  1. B. Guenter, M. Finch, S. Drucker, D. Tan, and J. Snyder. Foveated 3d graphics. ACM Transactions on Graphics (TOG), 31(6):164, 2012. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. D. Parkhurst and E. Niebur. A feasibility test for perceptually adaptive level of detail rendering on desktop systems. In Proceedings of the 1st Symposium on Applied perception in graphics and visualization, pages 49--56. ACM, 2004. Google ScholarGoogle ScholarDigital LibraryDigital Library

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  1. Latency aware foveated rendering in unreal engine 4

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      cover image ACM Other conferences
      CVMP '15: Proceedings of the 12th European Conference on Visual Media Production
      November 2015
      121 pages
      ISBN:9781450335607
      DOI:10.1145/2824840

      Copyright © 2015 Owner/Author

      Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Association for Computing Machinery

      New York, NY, United States

      Publication History

      • Published: 24 November 2015

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      Overall Acceptance Rate40of67submissions,60%

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