Perception-based time critical rendering

作者: Rich Gossweiler

DOI:

关键词: Computer graphics (images)Alternate frame renderingReal-time renderingImage-based modeling and renderingReal-time computer graphicsTiled renderingRendering (computer graphics)Computer graphicsComputer scienceSoftware rendering

摘要: To maintain the high-throughput and low-latency required by immersive graphics environments, developers employ time-critical rendering techniques to reduce complexity. Because our visual system does not use all of optical information in a scene, I assert that perception-based approach reducing complexity is an effective strategy for developing rendering, this provides application-independence. Previous systems such as vehicle simulators virtual environment architectural walkthroughs have employed application-specific determine what components scene may be reduced without significantly impacting quality environment. But environments evolve into general medium human-computer interaction, application-independent become important general, systems. My was exploit characteristics limitations human derived from perceptual psychology drive development application-independent, complexity-reduction techniques. contribute field (1) demonstrating utility bridging with computer engineering complexity; (2) constructing which transparently separates computations process; (3) framework quickly establishing relative importance objects field; (4) reduction technique based on scaling periphery; (5) exploring binocular-based (6) new (GPIR) image memory requirements. The were measured amount potential time savings they can produce. Since these affect quality, also report results informal user studies help assess effect degradation simple task: searching

参考文章(1)
Johnson Yan, Advances in Computer-Generated Imagery for Flight Simulation IEEE Computer Graphics and Applications. ,vol. 5, pp. 37- 51 ,(1985) , 10.1109/MCG.1985.276213