Related papers: Evaluating Foveated Frame Rate Reduction in Virtua…
Modern video generation frameworks based on Latent Diffusion Models suffer from inefficiencies in tokenization due to the Frame-Proportional Information Assumption. Existing tokenizers provide fixed temporal compression rates, causing the…
Although variable-rate compressed image formats such as JPEG are widely used to efficiently encode images, they have not found their way into real-time rendering due to special requirements such as random access to individual texels. In…
Virtual Reality (VR), which brings immersive experiences to viewers, has been gaining popularity in recent years. A key feature in VR systems is the use of omnidirectional content, which provides 360-degree views of scenes. In this work, we…
Recent self-supervised learning models simulate the development of semantic object representations by training on visual experience similar to that of toddlers. However, these models ignore the foveated nature of human vision with high/low…
Virtual Reality headsets enable users to explore the environment by performing self-induced movements. The retinal velocity produced by such motion reduces the visual system's ability to resolve fine detail. We measured the impact of…
In this thesis a rendering system and an accompanying tool chain for Virtual Texturing is presented. Our tools allow to automatically retexture existing geometry in order to apply unique texturing on each face. Furthermore we investigate…
Purpose: Image guidance is crucial for the success of many interventions. Images are displayed on designated monitors that cannot be positioned optimally due to sterility and spatial constraints. This indirect visualization causes potential…
Foveated rendering significantly reduces computational demands in virtual reality applications by concentrating rendering quality where users focus their gaze. Current approaches require expensive hardware-based eye tracking systems,…
Eye-tracking technology is an integral component of new display devices such as virtual and augmented reality headsets. Applications of gaze information range from new interaction techniques exploiting eye patterns to gaze-contingent…
We describe work to control graphics rendering under limited computational resources by taking a decision-theoretic perspective on perceptual costs and computational savings of approximations. The work extends earlier work on the control of…
In this paper, we tackle the challenge of actively attending to visual scenes using a foveated sensor. We introduce an end-to-end differentiable foveated active vision architecture that leverages a graph convolutional network to process…
Foveated imaging provides a better tradeoff between situational awareness (field of view) and resolution and is critical in long-wavelength infrared regimes because of the size, weight, power, and cost of thermal sensors. We demonstrate…
Immersive computer graphics systems strive to generate perceptually realistic user experiences. Current-generation virtual reality (VR) displays are successful in accurately rendering many perceptually important effects, including…
Many client-side applications, especially games, render video at high resolution and frame rate on power-constrained devices, even when users perceive little or no benefit from all those extra pixels. Existing perceptual video quality…
Neural volume rendering enables photo-realistic renderings of a human performer in free-view, a critical task in immersive VR/AR applications. But the practice is severely limited by high computational costs in the rendering process. To…
A foveated image can be entirely reconstructed from a sparse set of samples distributed according to the retinal sensitivity of the human visual system, which rapidly decreases with increasing eccentricity. The use of Generative Adversarial…
Neural radiance fields provide state-of-the-art view synthesis quality but tend to be slow to render. One reason is that they make use of volume rendering, thus requiring many samples (and model queries) per ray at render time. Although…
In real-world video super-resolution (VSR), videos suffer from in-the-wild degradations and artifacts. VSR methods, especially recurrent ones, tend to propagate artifacts over time in the real-world setting and are more vulnerable than…
A paradigm for the design of systems that manage level of detail in virtual environments is proposed. As an example of the prototyping step in this paradigm, a user study was performed to evaluate the effectiveness of high detail insets…
Face animation, one of the hottest topics in computer vision, has achieved a promising performance with the help of generative models. However, it remains a critical challenge to generate identity preserving and photo-realistic images due…