60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN - - PowerPoint PPT Presentation

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60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN - - PowerPoint PPT Presentation

60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION Dr. Rachel Albert, GTC San Jose 2019 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience Wide color gamut / high dynamic range High frame


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  • Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHT

GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

  • Wide color gamut / high dynamic range
  • High frame rate, Low latency
  • Wide Field of View (FoV)
  • High spatial resolution
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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

  • Wide color gamut / high dynamic range
  • High frame rate, Low latency
  • Wide Field of View (FoV)
  • High spatial resolution
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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

  • Wide color gamut / high dynamic range
  • High frame rate, Low latency
  • Wide Field of View (FoV)
  • High spatial resolution

Computation Cost Bandwidth Power/Heat/Weight

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HUMAN VISUAL PERCEPTION IS LIMITED

Detection Threshold

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HUMAN VISUAL PERCEPTION IS LIMITED

Detection Threshold Resolution Threshold

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Resolvable spatial resolution decreases in the periphery as a function of eccentricity.

Figure from Anderson et al. 1991

HUMAN VISUAL PERCEPTION IS NON-UNIFORM

Achromatic Acuity Chromatic Acuity

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ONE SOLUTION: GAZE-CONTINGENT IMAGERY

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SYSTEM REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

Multi-Resolution Display (Varjo) Display-side decompression (Google/LG) Wireless Image Compression? Variable-Rate Shading (NVIDIA Turing GPU) Rendering Optimizations (Patney et al. 2016) Eye Tracking (Pupil Labs, Tobii)

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SACCADIC EYE MOVEMENTS & SACCADIC OMISSION

  • During a saccade, the eye moves

at 500 deg/sec

  • Latency may cause the

peripheral image to be visible

  • BUT

, Saccadic omission blocks perception of this image How long is the omission period for rendered scenes?

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EXPERIMENT: LATENCY REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

  • Eye tracking latency only
  • Free viewing, 4 seconds per trial
  • Task: Yes/No Response

“Did you see any artifacts?”

  • Amount of peripheral degradation varied based on response

1 up/ 1 down adaptive staircase

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EXPERIMENTAL DESIGN

Gaussian

Fovea Size

Full-Resolution Area 5°, 10°, 20° Ecc.

Eye-Tracking Latency

Added Latency 0, 10, 20, 40, 80, 150 ms

Foveation Technique

Peripheral Rendering Method Subsampling, Gaussian, fCPS Gaussian

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“MOTION TO PHOTON” SACCADE START TO SCREEN UPDATE

Gaussian

  • HTC Vive + SMI Eye Tracker
  • NVIDIA Titan X (Pascal) GPU + Falcor rendering framework
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RESULTS

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INTERACTION BETWEEN TECHNIQUE & ECCENTRICITY

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MAIN EFFECT OF LATENCY (THRESHOLD AT 50-70 MS)

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LATENCY EXPERIMENT TAKEAWAY POINTS

  • Temporally stable foveation methods support more

foveation at larger eccentricities

  • All foveation methods and eccentricities show

significantly worse performance above 50-70 ms latency

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PERIPHERALLY DEGRADING IMAGES WITH COLOR

Reduce Saturation Reduce Bit Depth

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PERIPHERALLY DEGRADING IMAGES WITH COLOR

Reduce Saturation Reduce Bit Depth

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EXPERIMENT: REDUCE BIT DEPTH WHEN DOES THE VIEWER SEE FOVEATION?

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RESULT: LOW SPATIAL FREQUENCY CONTENT

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RESULT: MID SPATIAL FREQUENCY CONTENT

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RESULT: HIGH SPATIAL FREQUENCY CONTENT

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COLOR EXPERIMENT TAKEAWAY POINTS

  • Some bit depth reduction is not noticeable in the

periphery

  • The level of acceptable bit depth reduction is highly

dependent on spatial frequency of the content

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BIGGEST CHALLENGE: TEXT

High Contrast, High Spatial Frequency Content

Blurring breaks contrast constancy Aliasing produces flicker

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PERIPHERAL SPATIAL METAMERS

Freeman & Simoncelli, 2011 Original Image Metamer #1 Metamer #2

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  • Lossy compression of

spatial information

  • Peripheral perception

is complicated

PERIPHERAL SPATIAL METAMERS

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  • Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHT

GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

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  • Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHT

GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

THANK YOU

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EXPERIMENTAL DESIGN

  • Task – move eyes and head to try to see artifacts

4 second stimulus duration per trial Yes/No Response (“Did you see any artifacts?”)

  • Amount of foveation varied based on responses

1 up/ 1 down adaptive staircase Foveation level = shading rate per 2^N pixels (higher is better)

  • Controlled for actual system latency, head & eye motion
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SYSTEM REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

Eye Tracking

  • Accurate
  • Fast

Rendering

  • Cheap, Fast
  • Perceptually

Matched Display

  • Low Persistence
  • Low Latency