Perception-driven rendering : techniques for the efficient visualization of 3D scenes including view- and gaze-contingent approaches
- Computer graphics research strives to synthesize images of a high visual realism that are indistinguishable from real visual experiences. While modern image synthesis approaches enable to create digital images of astonishing complexity and beauty, processing resources remain a limiting factor. Here, rendering efficiency is a central challenge involving a trade-off between visual fidelity and interactivity. For that reason, there is still a fundamental difference between the perception of the physical world and computer-generated imagery. At the same time, advances in display technologies drive the development of novel display devices. The dynamic range, the pixel densities, and refresh rates are constantly increasing. Display systems enable a larger visual field to be addressed by covering a wider field-of-view, due to either their size or in the form of head-mounted devices. Currently, research prototypes are ranging from stereo and multi-view systems, head-mounted devices with adaptable lenses, up to retinal projection, and lightfield/holographic displays. Computer graphics has to keep step with, as driving these devices presents us with immense challenges, most of which are currently unsolved. Fortunately, the human visual system has certain limitations, which means that providing the highest possible visual quality is not always necessary. Visual input passes through the eye’s optics, is filtered, and is processed at higher level structures in the brain. Knowledge of these processes helps to design novel rendering approaches that allow the creation of images at a higher quality and within a reduced time-frame. This thesis presents the state-of-the-art research and models that exploit the limitations of perception in order to increase visual quality but also to reduce workload alike - a concept we call perception-driven rendering. This research results in several practical rendering approaches that allow some of the fundamental challenges of computer graphics to be tackled. By using different tracking hardware, display systems, and head-mounted devices, we show the potential of each of the presented systems. The capturing of specific processes of the human visual system can be improved by combining multiple measurements using machine learning techniques. Different sampling, filtering, and reconstruction techniques aid the visual quality of the synthesized images. An in-depth evaluation of the presented systems including benchmarks, comparative examination with image metrics as well as user studies and experiments demonstrated that the methods introduced are visually superior or on the same qualitative level as ground truth, whilst having a significantly reduced computational complexity.
Document Type: | Doctoral Thesis |
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Language: | English |
Author: | Martin Weier |
Number of pages: | 248 |
DOI: | https://doi.org/10.22028/D291-30124 |
Referee: | Philipp Slusallek, Karol Myszkowski, André Hinkenjann |
Publisher: | Universität des Saarlandes |
Place of publication: | Saarbrücken |
Date of exam: | 2019/12/19 |
Contributing Corporation: | Universität des Saarlandes |
Date of first publication: | 2020/01/23 |
GND Keyword: | Computergrafik; Virtuelle Realität; Visuelle Wahrnehmung; Ray tracing |
Departments, institutes and facilities: | Fachbereich Informatik |
Institute of Visual Computing (IVC) | |
Graduierteninstitut | |
Dewey Decimal Classification (DDC): | 0 Informatik, Informationswissenschaft, allgemeine Werke / 00 Informatik, Wissen, Systeme / 006 Spezielle Computerverfahren |
Entry in this database: | 2020/02/05 |