GPU 기반의 실시간 포비티드 렌더링
- Alternative Title
- GPU based Real-Time Foveated Rendering
- Abstract
- Today's Head-Mounted Displays and high-resolution display above 4K provide a high visual experience and an immersive experience for users. However, the rendering on high resolution displays needs efficient rendering techniques enough to give a real-time. One of such techniques is a foveated rendering combined with gaze-tracking that minimizes the loss of perceptual detail.
Therefore, we propose a GPU based real-time foveated rendering technique. The proposed method operates in a way that imitates the human visual system. We designed the sampling map considering the human retina, visual attention, and efficiency of reconstruction. Especially, it can be designed to effectively work on the GPU, and also reduces the computational cost that has been improved by previous foveated sampling. In addition, we use a combination of ray tracing and temporal reprojection to generate a complemented sparse pixel image. Finally, we generate a dense image through the reconstruction process. We also show real-time foveated rendering pipelines for various purpose that are effectively mapped on the GPU.
As a result, the proposed method allows high-quality generated images in real time on a high-resolution display with minimizing loss of perceptual detail.
- Author(s)
- 권오석
- Issued Date
- 2019
- Awarded Date
- 2019. 8
- Type
- Dissertation
- Publisher
- 부경대학교
- URI
- https://repository.pknu.ac.kr:8443/handle/2021.oak/23474
http://pknu.dcollection.net/common/orgView/200000225436
- Alternative Author(s)
- Oh-Seok Kwon
- Affiliation
- 부경대학교 대학원
- Department
- 대학원 IT융합응용공학과
- Advisor
- 김영봉
- Table Of Contents
- I 서론 1
II 관련 연구 및 배경 5
1. 인간 시각 시스템 5
2. 광선 추적법 8
3. 포비티드 렌더링 11
III Our Foveated Rendering 14
1. 개요 14
2. 샘플링 16
2.1. 샘플링 맵 16
(가) 포베이션 확률 17
(나) 시각적 인지 20
2.2. 리프로젝션 맵 24
3. GPU 최적화 25
4. 셰이딩 30
4.1. Ray Trace 30
4.2. Temporal Reprojection 32
5. Reconstruct 33
5.1. 보로노이 구조화 33
5.2. 보로노이 경계 보간 35
IV Implementation 38
1. 개요 38
2. Sampling Stage 40
3. Reordering Stage 42
4. Shading Stage 44
5. Reconstruct Stage 47
V 평가 49
1. 이미지 품질 평가 51
2. 성능 평가 54
3. 논의 55
VI 결론 62
- Degree
- Doctor
-
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- 대학원 > IT융합응용공학과
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