S7797 Tobii Eye Tracked Foveated Rendering for VR and Desktop
Peter Vincent VP SW R&D Ritchie Brannan Principal Engineer Foveated Rendering
2017-05-08 4.00 PM
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S7797 Tobii Eye Tracked Foveated Rendering for VR and Desktop Peter - - PowerPoint PPT Presentation
S7797 Tobii Eye Tracked Foveated Rendering for VR and Desktop Peter Vincent VP SW R&D Ritchie Brannan Principal Engineer Foveated Rendering 2017-05-08 4.00 PM 1 Eye tracking is hitting a tipping point IDENTIFICATION About Tobii -
Peter Vincent VP SW R&D Ritchie Brannan Principal Engineer Foveated Rendering
2017-05-08 4.00 PM
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IDENTIFICATION
South Korea, Germany, Norway and UK
Smartphones and Desktop/Laptop eye tracking technology
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Images from Wikipedida ” Peripheral vision”
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Images from developer.nvidia.com
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− VR 0.5 degrees central vision 1.5 peripheral vision − Desktop 1.5 degrees over the full screen (Alienware 17)
− Work on all users – Tobii 98% of population (measured)
movement to visible changes)
moving the foveated area
Accuracy over population (Alienware 17) Precision over population (Alienware 17) Detected gaze over population (Alienware 17)
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a rough guide.
a ’sweet spot’ with 90Hz tracking and 90Hz displays.
ETFR but in the 40-60ms range for saccades.
Robin Thunström Master Thesis “Passive gaze-contingent techniques relation to system latency”
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Foveated rendering is a two part process:
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Some artefacts in the peripheral vision can hurt the illusion:
Solutions include:
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foveated region can increase quality.
likely to be equally important.
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available
viewports at runtime
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time by applying foveation?
execution time (down 35%)
and contrast rebalance.
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peter.vincent@tobii.com ritchie.brannan@tobii.com