Foveated rendering

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Foveated rendering is an upcoming graphics rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).[1][2]

History[edit]

At the CES 2016, SensoMotoric Instruments (SMI) demoed a new 250 Hz eye tracking system and a working foveated rendering solution. It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system.[3]

In July 2016, Nvidia demonstrated during SIGGRAPH a new method of foveated rendering claimed to be invisible to users.[1][4]

Use[edit]

According to chief scientist Michael Abrash at Oculus, foveated rendering will be able to reduce the number of pixels needed to be rendered in virtual reality by at least 10 times.[5]

See also[edit]

References[edit]

External links[edit]