Browse > Article
http://dx.doi.org/10.15701/kcgs.2022.28.3.113

Adaptive Foveated Ray Tracing Based on Time-Constrained Rendering for Head-Mounted Display  

Kim, Youngwook (Department of Computer Science and Engineering, Sogang University)
Ihm, Insung (Department of Computer Science and Engineering, Sogang University)
Abstract
Ray tracing-based rendering creates by far more realistic images than the traditional rasterization-based rendering. However, it is still burdensome when implemented for a Head-Mounted Display (HMD) system that demands a wide field of view and a high display refresh rate. Furthermore, for presenting high-quality images on the HMD screen, a sufficient number of ray sampling should be carried out per pixel to alleviate visually annoying spatial and temporal aliases. In this paper, we extend the recent selective foveated ray tracing technique by Kim et al. [1], and propose an improved real-time rendering technique that realizes the rendering effect of the classic Whitted-style ray tracing on the HMD system. In particular, by combining the ray tracing hardware-based acceleration technique and time-constrained rendering scheme, we show that fast HMD ray tracing is possible that is well suited to human visual systems.
Keywords
Real-time Ray Tracing; Foveated Ray Sampling; Time Constrained Rendering; Ray Tracing Hardware;
Citations & Related Records
Times Cited By KSCI : 4  (Citation Analysis)
연도 인용수 순위
1 NVIDIA CUDA C++ Programming Guide, 2022.
2 M. Levoy, and R. Whitaker, "Gaze-directed volume rendering," Proceedings of the 1990 symposium on interactive 3d graphics, pp. 217-223, 1990.
3 이재현, 박경주, "대화형 가상 현실에서 아바타의 립싱크," 컴퓨터그래픽스학회논문지, Vol. 26, No. 4, pp. 9-15, 2020.
4 NVIDIA OptiX 7.4 Programming Guide, 2022.
5 Y. Kim, Y. Ko, and I. Ihm, "Selective Foveated Ray Tracing for Head-Mounted Displays," 2021 IEEE International Symposium on Mixed and Augmented Reality (ISMAR), pp. 413-421, 2021.
6 B. Jin, I. Ihm, B. Chang, C. Park, W. Lee, and S. Jung, "Selective and adaptive supersampling for real-time ray tracing," Proceedings of the Conference on High Performance Graphics 2009, pp. 117-125, 2009.
7 K. Vaidyanathan, M. Salvi, R. Toth, T. Foley, T. Akenine-Moller, J. Nilsson, J. Munkberg, J. Hasselgren, M. Sugihara, P. Clarberg, et al, "Coarse pixel shading," Proceedings of High Performance Graphics, pp. 9-18, 2014.
8 M. Weier, T. Roth, E. Kruijff, A. Hinkenjann, A. P'erard-Gayot, P. Slusallek, and Y. Li, "Foveated real-time ray tracing for head-mounted displays," Computer Graphics Forum, Vol. 35, No. 7, pp. 289-298, 2016.   DOI
9 A. Patney, M. Salvi, J. Kim, A. Kaplanyan, C. Wyman, N. Benty, D. Luebke, and A. Lefohn, "Towards foveated rendering for gazetracked virtual reality," ACM Transactions on Graphics (TOG), Vol. 35, No. 6, pp. 1-12, 2016.
10 D. Mitchell, "Generating antialiased images at low sampling densities," Proceedings of SIGGRAPH 1987, pp. 65-72, 1987.
11 I. Wald and V. Havran, "On building fast Kd-trees for ray tracing, and on doing that in O(Nlog N)," Proceedings of the IEEE Symposium on Interactive Ray Tracing, pp. 61-69, 2006.
12 I. Wald, "On fast construction of SAH-based bounding volume hierarchies," Proceedings of the IEEE Symposium on Interactive Ray Tracing, pp. 33-40, 2007.
13 홍승현, 나기리, 조윤식, 김진모, "모바일 가상현실에서의 이동 인터페이스에 관한 연구," 컴퓨터그래픽스학회논문지, Vol. 27, No. 3, pp. 55-63, 2021.
14 B. Guenter, M. Finch, S. Drucker, D. Tan, and J. Snyder, "Foveated 3d graphics," ACM Transactions on Graphics (TOG), Vol. 31, No. 6, pp. 1-10, 2012.
15 서웅, 권상모, 임인성, "가상 환경에서의 손동작을 사용한 물체 조작에 대한 시각적 피드백 시스템," 컴퓨터그래픽스학회논문지, Vol. 26, No. 3, pp. 9-19, 2020.
16 M. Stengel, S. Grogorick, M. Eisemann, and M. Magnor, "Adaptive image-space sampling for gaze-contingent real-time rendering," Computer Graphics Forum, Vol. 35, No. 4, pp. 129-139, 2016.   DOI
17 김종용, 박동근, 이필연, 조준영, 윤승현, 박상훈, "실감형 가상현실 실전훈련 콘텐츠를 위한 관리 평가 시스템 개발 사례 연구," 컴퓨터그래픽스학회논문지, Vol. 26, No. 3, pp. 111-121, 2020.
18 NVIDIA, "NVIDIA Ampere GA102 GPU Architecture: Second-Generation RTX," Whitepaper, 2021.
19 B. Watson, N. Walker, and L. F. Hodges, "Supra-threshold control of peripheral LOD," ACM Transactions on Graphics (TOG), Vol. 23, No. 3, pp. 750-759, 2004.   DOI
20 A. T. Duchowski, D. Bate, P. Stringfellow, K. Thakur, B. J. Melloy, and A. K. Gramopadhye, "On spatiochromatic visual sensitivity and peripheral color LOD management," ACM Transactions on Applied Perception (TAP), Vol. 6, No. 2, pp. 1-18, 2009.
21 X. Meng, R. Du, M. Zwicker, and A. Varshney, "Kernel foveated rendering," Proceedings of the ACM on Computer Graphics and Interactive Techniques, Vol. 1, No. 1, pp. 1-20, 2018.
22 O. T. Tursun, E. Arabadzhiyska-Koleva, M. Wernikowski, R. Mantiuk, H.-P. Seidel, K. Myszkowski, and P. Didyk, "Luminance-contrast-aware foveated rendering," ACM Transactions on Graphics (TOG), Vol. 38, No. 4, pp. 1-14, 2019.
23 H. A. Murphy, A. T. Duchowski, and R. A. Tyrrell, "Hybrid image/model-based gaze-contingent rendering," ACM Transactions on Applied Perception (TAP), Vol. 5, No. 4, pp. 1-21, 2009.
24 M. Fujita and T. Harada, "Foveated real-time ray tracing for virtual reality headset," Light Transport Entertainment Research, 2014.
25 B. Watson, N. Walker, L. F. Hodges, and A. Worden, "Managing level of detail through peripheral degradation: Effects on search performance with a head-mounted display," ACM Transactions on Computer-Human Interaction (TOCHI), Vol. 4, No. 4, pp. 323-346, 1997.   DOI