Instantaneous foveated preview for progressive Monte Carlo rendering
Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose t...
Ausführliche Beschreibung
Autor*in: |
Koskela, Matias K. [verfasserIn] |
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E-Artikel |
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Sprache: |
Englisch |
Erschienen: |
2018 |
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Anmerkung: |
© The Author(s) 2018 |
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Übergeordnetes Werk: |
Enthalten in: Computational Visual Media - Berlin : Springer, 2015, 4(2018), 3 vom: 04. Apr., Seite 267-276 |
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Übergeordnetes Werk: |
volume:4 ; year:2018 ; number:3 ; day:04 ; month:04 ; pages:267-276 |
Links: |
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DOI / URN: |
10.1007/s41095-018-0113-0 |
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Katalog-ID: |
SPR038233002 |
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520 | |a Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. | ||
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700 | 1 | |a Multanen, Joonas I. |4 aut | |
700 | 1 | |a Takala, Jarmo H. |4 aut | |
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10.1007/s41095-018-0113-0 doi (DE-627)SPR038233002 (SPR)s41095-018-0113-0-e DE-627 ger DE-627 rakwb eng Koskela, Matias K. verfasserin aut Instantaneous foveated preview for progressive Monte Carlo rendering 2018 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Author(s) 2018 Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. foveated rendering (dpeaa)DE-He213 progressive rendering (dpeaa)DE-He213 Monte Carlo rendering (dpeaa)DE-He213 preview (dpeaa)DE-He213 360° content (dpeaa)DE-He213 Immonen, Kalle V. aut Viitanen, Timo T. aut Jääskeläinen, Pekka O. aut Multanen, Joonas I. aut Takala, Jarmo H. aut Enthalten in Computational Visual Media Berlin : Springer, 2015 4(2018), 3 vom: 04. Apr., Seite 267-276 (DE-627)845637266 (DE-600)2844021-3 2096-0662 nnns volume:4 year:2018 number:3 day:04 month:04 pages:267-276 https://dx.doi.org/10.1007/s41095-018-0113-0 kostenfrei Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2055 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2018 3 04 04 267-276 |
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10.1007/s41095-018-0113-0 doi (DE-627)SPR038233002 (SPR)s41095-018-0113-0-e DE-627 ger DE-627 rakwb eng Koskela, Matias K. verfasserin aut Instantaneous foveated preview for progressive Monte Carlo rendering 2018 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Author(s) 2018 Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. foveated rendering (dpeaa)DE-He213 progressive rendering (dpeaa)DE-He213 Monte Carlo rendering (dpeaa)DE-He213 preview (dpeaa)DE-He213 360° content (dpeaa)DE-He213 Immonen, Kalle V. aut Viitanen, Timo T. aut Jääskeläinen, Pekka O. aut Multanen, Joonas I. aut Takala, Jarmo H. aut Enthalten in Computational Visual Media Berlin : Springer, 2015 4(2018), 3 vom: 04. Apr., Seite 267-276 (DE-627)845637266 (DE-600)2844021-3 2096-0662 nnns volume:4 year:2018 number:3 day:04 month:04 pages:267-276 https://dx.doi.org/10.1007/s41095-018-0113-0 kostenfrei Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2055 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2018 3 04 04 267-276 |
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10.1007/s41095-018-0113-0 doi (DE-627)SPR038233002 (SPR)s41095-018-0113-0-e DE-627 ger DE-627 rakwb eng Koskela, Matias K. verfasserin aut Instantaneous foveated preview for progressive Monte Carlo rendering 2018 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Author(s) 2018 Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. foveated rendering (dpeaa)DE-He213 progressive rendering (dpeaa)DE-He213 Monte Carlo rendering (dpeaa)DE-He213 preview (dpeaa)DE-He213 360° content (dpeaa)DE-He213 Immonen, Kalle V. aut Viitanen, Timo T. aut Jääskeläinen, Pekka O. aut Multanen, Joonas I. aut Takala, Jarmo H. aut Enthalten in Computational Visual Media Berlin : Springer, 2015 4(2018), 3 vom: 04. Apr., Seite 267-276 (DE-627)845637266 (DE-600)2844021-3 2096-0662 nnns volume:4 year:2018 number:3 day:04 month:04 pages:267-276 https://dx.doi.org/10.1007/s41095-018-0113-0 kostenfrei Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2055 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2018 3 04 04 267-276 |
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10.1007/s41095-018-0113-0 doi (DE-627)SPR038233002 (SPR)s41095-018-0113-0-e DE-627 ger DE-627 rakwb eng Koskela, Matias K. verfasserin aut Instantaneous foveated preview for progressive Monte Carlo rendering 2018 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Author(s) 2018 Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. foveated rendering (dpeaa)DE-He213 progressive rendering (dpeaa)DE-He213 Monte Carlo rendering (dpeaa)DE-He213 preview (dpeaa)DE-He213 360° content (dpeaa)DE-He213 Immonen, Kalle V. aut Viitanen, Timo T. aut Jääskeläinen, Pekka O. aut Multanen, Joonas I. aut Takala, Jarmo H. aut Enthalten in Computational Visual Media Berlin : Springer, 2015 4(2018), 3 vom: 04. Apr., Seite 267-276 (DE-627)845637266 (DE-600)2844021-3 2096-0662 nnns volume:4 year:2018 number:3 day:04 month:04 pages:267-276 https://dx.doi.org/10.1007/s41095-018-0113-0 kostenfrei Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2055 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2018 3 04 04 267-276 |
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10.1007/s41095-018-0113-0 doi (DE-627)SPR038233002 (SPR)s41095-018-0113-0-e DE-627 ger DE-627 rakwb eng Koskela, Matias K. verfasserin aut Instantaneous foveated preview for progressive Monte Carlo rendering 2018 Text txt rdacontent Computermedien c rdamedia Online-Ressource cr rdacarrier © The Author(s) 2018 Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. foveated rendering (dpeaa)DE-He213 progressive rendering (dpeaa)DE-He213 Monte Carlo rendering (dpeaa)DE-He213 preview (dpeaa)DE-He213 360° content (dpeaa)DE-He213 Immonen, Kalle V. aut Viitanen, Timo T. aut Jääskeläinen, Pekka O. aut Multanen, Joonas I. aut Takala, Jarmo H. aut Enthalten in Computational Visual Media Berlin : Springer, 2015 4(2018), 3 vom: 04. Apr., Seite 267-276 (DE-627)845637266 (DE-600)2844021-3 2096-0662 nnns volume:4 year:2018 number:3 day:04 month:04 pages:267-276 https://dx.doi.org/10.1007/s41095-018-0113-0 kostenfrei Volltext GBV_USEFLAG_A SYSFLAG_A GBV_SPRINGER GBV_ILN_11 GBV_ILN_20 GBV_ILN_22 GBV_ILN_23 GBV_ILN_24 GBV_ILN_31 GBV_ILN_39 GBV_ILN_40 GBV_ILN_60 GBV_ILN_62 GBV_ILN_63 GBV_ILN_65 GBV_ILN_69 GBV_ILN_70 GBV_ILN_73 GBV_ILN_95 GBV_ILN_105 GBV_ILN_110 GBV_ILN_151 GBV_ILN_161 GBV_ILN_170 GBV_ILN_213 GBV_ILN_230 GBV_ILN_285 GBV_ILN_293 GBV_ILN_370 GBV_ILN_602 GBV_ILN_2014 GBV_ILN_2055 GBV_ILN_4012 GBV_ILN_4037 GBV_ILN_4112 GBV_ILN_4125 GBV_ILN_4126 GBV_ILN_4249 GBV_ILN_4305 GBV_ILN_4306 GBV_ILN_4307 GBV_ILN_4313 GBV_ILN_4322 GBV_ILN_4323 GBV_ILN_4324 GBV_ILN_4325 GBV_ILN_4326 GBV_ILN_4335 GBV_ILN_4338 GBV_ILN_4367 GBV_ILN_4700 AR 4 2018 3 04 04 267-276 |
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Koskela, Matias K. @@aut@@ Immonen, Kalle V. @@aut@@ Viitanen, Timo T. @@aut@@ Jääskeläinen, Pekka O. @@aut@@ Multanen, Joonas I. @@aut@@ Takala, Jarmo H. @@aut@@ |
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Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. © The Author(s) 2018 |
abstractGer |
Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. © The Author(s) 2018 |
abstract_unstemmed |
Abstract Progressive rendering, for example Monte Carlo rendering of 360° content for virtual reality headsets, is a time-consuming task. If the 3D artist notices an error while previewing the rendering, they must return to editing mode, make the required changes, and restart rendering. We propose the use of eye-tracking-based optimization to significantly speed up previewing of the artist’s points of interest. The speed of the preview is further improved by sampling with a distribution that closely follows the experimentally measured visual acuity of the human eye, unlike the piecewise linear models used in previous work. In a comprehensive user study, the perceived convergence of our proposed method was 10 times faster than that of a conventional preview, and often appeared to be instantaneous. In addition, the participants rated the method to have only marginally more artifacts in areas where it had to start rendering from scratch, compared to conventional rendering methods that had already generated image content in those areas. © The Author(s) 2018 |
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