![]() ![]() Without Eye Tracking: Static / Fixed Foveated Rendering Fixed or Static Foveated Rendering assumes that the user is only looking straight ahead or at another fixed point, which is why only the same point is rendered completely sharp and the sharpness or level of detail decreases towards the edges of the image. However, this is the most technically complex implementation. The most convenient and natural for users is Dynamic Foveated Rendering, in which the direction of gaze is determined by eye tracking and the sharp image area is repositioned accordingly. There are different approaches to the realization of this technique, depending on the type of foveated rendering to be offered. The Technique: How Does Foveated Rendering Work? So an interplay of foveal and peripheral vision. For example, VR games can be displayed in 4K resolution in the field of view, while a lower resolution is used at the edges of the display. The rendering process can thus be accelerated and uses fewer resources, while the users do not have to accept any (noticeable) reduction in image quality. Anything outside of the straight line to the fovea centralis will be rendered less sharp and/or with less elaborate textures. As a complete term, "Foveated Rendering" describes the creation of computer graphics or virtual scenes that are only fully and sharply calculated in the direct viewing direction. The fps number specifies how many frames per second are calculated and output. In the case of moving image and multimedia content, these are repeated several times in a short space of time. In the generation of individual image files, the speed of the rendering process is important. In operating systems, software with a graphical interface, video games, apps and the like, data, commands, coordination and other information are used to generate an image output that is then displayed to the user on the output device. The second part of the term, namely "rendering", refers to the computer-assisted generation of images from raw data. Figure by Hans-Werner Hunziker under CC BY-SA 3.0 license at Wikimedia ( here ). The fovea centralis is located on the temporal side next to the optic nerve of the eye. The diameter of the fovea centralis measures around 1,5 mm and there are around 147.000 light receptors (cones) per square millimeter, mainly M and L cones for the green and red range of visible light, fewer S cones for blue light. This is the area of sharpest vision (foveal vision). This Latin term means something like "central pit" and describes the so-called visual pit on the retina of the eye. The first part of the term, "Foveated," refers to the fovea centralis in the human eye. Where does the name "Foveated Rendering" come from? Because eye movements are fast, the reaction time of the brain is also rapid and the VR headset is only as good as the technology that is built into it. However, this poses several challenges for technical research, the manufacturing companies, the developers of the software and games used and, last but not least, the devices in use. The advantage is that the highest image quality can be used in the direct line of sight, while the edges of the image require less computing power. The link to the study is at the bottom of this post. What is not viewed directly is not rendered at full resolution and with the most detailed textures.įrom "Foveated rendering: A state-of-the-art survey" by Lili Wang, Xuenhuai Shi and Yi Liu. Or to put it more simply: If you use a virtual reality headset with foveated rendering, only the viewed parts of the display content are displayed in the highest resolution. ![]() ![]() The Term: What is Foveated Rendering?įoveated rendering describes the image synthesis for VR and AR applications on appropriate headsets, taking into account the direction of view, so that image content in focus is displayed sharper or more detailed and content viewed only peripherally is less sharp / less detailed. What is foveated rendering? What are the differences between the static and the dynamic application? And how does it all work in the Apple Vision Pro headset? Here are answers to these questions. But only in recent years does the technology seem to have become powerful enough to enable foveated rendering - on the HTC Vive Pro Eye, on the Oculus Quest / Meta Quest, on the Sony PlayStation VR 2 (PSVR2) as well as on the apple vision pro, presented on Jbecame. Research on this type of image and scene creation with different degrees of sharpness and detail in the user's field of vision has been going on for over 30 years. For several years, manufacturers of VR headsets have used the term "Foveated Rendering" to emphasize the advanced nature of their devices. ![]()
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