Saccade-Contingent Rendering Article Swipe
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· 2024
· Open Access
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· DOI: https://doi.org/10.1145/3641519.3657420
· OA: W4391420856
Battery-constrained power consumption, compute limitations, and high frame\nrate requirements in head-mounted displays present unique challenges in the\ndrive to present increasingly immersive and comfortable imagery in virtual\nreality. However, humans are not equally sensitive to all regions of the visual\nfield, and perceptually-optimized rendering techniques are increasingly\nutilized to address these bottlenecks. Many of these techniques are\ngaze-contingent and often render reduced detail away from a user's fixation.\nSuch techniques are dependent on spatio-temporally-accurate gaze tracking and\ncan result in obvious visual artifacts when eye tracking is inaccurate. In this\nwork we present a gaze-contingent rendering technique which only requires\nsaccade detection, bypassing the need for highly-accurate eye tracking. In our\nfirst experiment, we show that visual acuity is reduced for several hundred\nmilliseconds after a saccade. In our second experiment, we use these results to\nreduce the rendered image resolution after saccades in a controlled\npsychophysical setup, and find that observers cannot discriminate between\nsaccade-contingent reduced-resolution rendering and full-resolution rendering.\nFinally, in our third experiment, we introduce a 90 pixels per degree headset\nand validate our saccade-contingent rendering method under typical VR viewing\nconditions.\n