Skip to main content
main-content

Tipp

Weitere Kapitel dieses Buchs durch Wischen aufrufen

2018 | OriginalPaper | Buchkapitel

Gaze-Dependent Screen Space Ambient Occlusion

verfasst von: Radosław Mantiuk

Erschienen in: Computer Vision and Graphics

Verlag: Springer International Publishing

share
TEILEN

Abstract

The screen space ambient occlusion (SSAO) is a fast global illumination technique, which approximates interreflections between rendered objects. Due to its simplicity, it is often implemented in commercial computer games. However, despite the fact that SSAO calculations take a few milliseconds per frame, a significant computation load is added to the total rendering time. In this work we propose a technique, which accelerates the SSAO calculations using information about observer’s gaze direction captured by the eye tracker. The screen region surrounding the observer’s gaze position is rendered with maximum quality, which is reduced gradually for higher eccentricities. The SSAO quality is varying by changing the number of samples that are used to approximate the SSAO occlusion shadows. The reduced sampling results in almost two-fold acceleration of SSAO with negligible deterioration of the image quality.
Fußnoten
1
The Stanford dragon is a test model created with a Cyberware 3030 Model Shop (MS) Color 3D Scanner at Stanford University (100040 triangles).
 
2
The Sibenik cathedral is a project by Marko Dabrovic (www.​RNA.​HR, 80841 triangles).
 
Literatur
1.
Zurück zum Zitat Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering, 3rd edn. A. K. Peters Ltd., Natick (2008) Akenine-Möller, T., Haines, E., Hoffman, N.: Real-Time Rendering, 3rd edn. A. K. Peters Ltd., Natick (2008)
2.
Zurück zum Zitat Barten, P.G.J.: Contrast Sensitivity of the Human Eye and Its Effects on Iimage Quality. SPIE Press, Bellingham (1999) CrossRef Barten, P.G.J.: Contrast Sensitivity of the Human Eye and Its Effects on Iimage Quality. SPIE Press, Bellingham (1999) CrossRef
3.
Zurück zum Zitat Bunnell, M.: Dynamic ambient occlusion and indirect lighting. In: GPU Gems 2. Addison Wesley (2005) Bunnell, M.: Dynamic ambient occlusion and indirect lighting. In: GPU Gems 2. Addison Wesley (2005)
5.
Zurück zum Zitat Eli Peli, J.Y., Goldstein, R.B.: Image invariance with changes in size: the role of peripheral contrast thresholds. JOSA A 8(11), 1762 (1991) CrossRef Eli Peli, J.Y., Goldstein, R.B.: Image invariance with changes in size: the role of peripheral contrast thresholds. JOSA A 8(11), 1762 (1991) CrossRef
6.
Zurück zum Zitat Guenter, B., Finch, M., Drucker, S., Tan, D., Snyder, J.: Foveated 3D graphics. ACM Trans. Graph. 31(6), 164:1–164:10 (2012) CrossRef Guenter, B., Finch, M., Drucker, S., Tan, D., Snyder, J.: Foveated 3D graphics. ACM Trans. Graph. 31(6), 164:1–164:10 (2012) CrossRef
7.
Zurück zum Zitat Hegeman, K., Premoze, S., Ashikhmin, M., Drettakis, G.: Approximate ambient occlusion for trees. In: Proceedings of ACM Symposium in Interactive 3D Graphics and Games (I3D 2006), pp. 41–48 (2006) Hegeman, K., Premoze, S., Ashikhmin, M., Drettakis, G.: Approximate ambient occlusion for trees. In: Proceedings of ACM Symposium in Interactive 3D Graphics and Games (I3D 2006), pp. 41–48 (2006)
8.
Zurück zum Zitat Loschky, L.C., McConkie, G.W., Yang, J., Miller, M.E.: The limits of visual resolution in natural scene viewing. Vis. Cogn. 12, 1057–1092 (2005) CrossRef Loschky, L.C., McConkie, G.W., Yang, J., Miller, M.E.: The limits of visual resolution in natural scene viewing. Vis. Cogn. 12, 1057–1092 (2005) CrossRef
10.
Zurück zum Zitat Mantiuk, R.: Gaze-dependent tone mapping for HDR video. In: Chalmers, A., Campisi, P., Shirley, P., Olaizola, I. (eds.) High Dynamic Range Video Concepts, Technologies and Applications, vol. 10, pp. 189–199. Academic Press (2016) Mantiuk, R.: Gaze-dependent tone mapping for HDR video. In: Chalmers, A., Campisi, P., Shirley, P., Olaizola, I. (eds.) High Dynamic Range Video Concepts, Technologies and Applications, vol. 10, pp. 189–199. Academic Press (2016)
14.
Zurück zum Zitat Mantiuk, R.K., Tomaszewska, A., Mantiuk, R.: Comparison of four subjective methods for image quality assessment. Comput. Graph. Forum 31(8), 2478–2491 (2012) CrossRef Mantiuk, R.K., Tomaszewska, A., Mantiuk, R.: Comparison of four subjective methods for image quality assessment. Comput. Graph. Forum 31(8), 2478–2491 (2012) CrossRef
15.
Zurück zum Zitat Mittring, M.: Finding next gen-cryengine 2. In: SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games Course Notes (2007) Mittring, M.: Finding next gen-cryengine 2. In: SIGGRAPH 2007 Advanced Real-Time Rendering in 3D Graphics and Games Course Notes (2007)
16.
Zurück zum Zitat Murphy, H.A., Duchowski, A.T., Tyrrell, R.A.: Hybrid image/model-based gaze-contingent rendering. ACM Trans. Appl. Percept. (TAP) 5(4), 22 (2009) CrossRef Murphy, H.A., Duchowski, A.T., Tyrrell, R.A.: Hybrid image/model-based gaze-contingent rendering. ACM Trans. Appl. Percept. (TAP) 5(4), 22 (2009) CrossRef
17.
Zurück zum Zitat Salvucci, D.D., Goldberg, J.H.: Identifying fixations and saccades in eye-tracking protocols. In: Proceedings of the 2000 Symposium on Eye Tracking Research & Applications (ETRA), New York, pp. 71–78 (2000) Salvucci, D.D., Goldberg, J.H.: Identifying fixations and saccades in eye-tracking protocols. In: Proceedings of the 2000 Symposium on Eye Tracking Research & Applications (ETRA), New York, pp. 71–78 (2000)
18.
Zurück zum Zitat SMI: RED250 Technical Specification, sensoMotoric Instruments GmbH (2009) SMI: RED250 Technical Specification, sensoMotoric Instruments GmbH (2009)
19.
Zurück zum Zitat Stengel, M., Magnor, M.: Gaze-contingent computational displays: boosting perceptual fidelity. IEEE Signal Process. Mag. 33(5), 139–148 (2016) CrossRef Stengel, M., Magnor, M.: Gaze-contingent computational displays: boosting perceptual fidelity. IEEE Signal Process. Mag. 33(5), 139–148 (2016) CrossRef
20.
Zurück zum Zitat Vardis, K., Papaioannou, G., Gaitatzes, A.: Multi-view ambient occlusion with importance sampling. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2013, pp. 111–118 (2013) Vardis, K., Papaioannou, G., Gaitatzes, A.: Multi-view ambient occlusion with importance sampling. In: Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, I3D 2013, pp. 111–118 (2013)
21.
Zurück zum Zitat Yang, J., Coia, T., Miller, M.: Subjective evaluation of retinal-dependent image degradations. In: Proceedings of PICS 2001: Image Processing, Image Quality, Image Capture Systems, pp. 142–147. Society for Imaging Science and Technology (2001) Yang, J., Coia, T., Miller, M.: Subjective evaluation of retinal-dependent image degradations. In: Proceedings of PICS 2001: Image Processing, Image Quality, Image Capture Systems, pp. 142–147. Society for Imaging Science and Technology (2001)
22.
Zurück zum Zitat Yang, J., Qi, X., Makous, W.: Zero frequency masking and a model of contrast sensitivity. Vis. Res. 35, 1965 (1995) CrossRef Yang, J., Qi, X., Makous, W.: Zero frequency masking and a model of contrast sensitivity. Vis. Res. 35, 1965 (1995) CrossRef
Metadaten
Titel
Gaze-Dependent Screen Space Ambient Occlusion
verfasst von
Radosław Mantiuk
Copyright-Jahr
2018
DOI
https://doi.org/10.1007/978-3-030-00692-1_2

Premium Partner