TY - JOUR
T1 - Dominant-Eye-Aware Asymmetric Foveated Rendering for Virtual Reality
AU - Wang, Zhimin
AU - Gu, Xiangyuan
AU - Lu, Feng
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2025
Y1 - 2025
N2 - To address the increasing computational demands of high-resolution virtual reality headsets, foveated rendering reduces pixel sampling in the peripheral regions of the visual field. However, existing methods have not fully leveraged binocular vision, particularly the dominant eye theory. In our prior work, we proposed Dominant-Eye-Aware foveated rendering optimized with Multi-Parameter foveation (DEAMP), which divided each eye’s visual field into fixed eccentricity layers ([0, 10]°, [10, 22.5]°, [22.5, 45]°). The non-dominant eye received greater foveation within the same layers compared to the dominant eye. We further argue that the eccentricity ranges should vary between the eyes due to inter-eye, individual, and scene-specific differences. In this article, we introduce an enhanced method, Dominant-Eye-aware Asymmetric Foveated Rendering (DEA-FoR). This treats eccentricity as a new variable, allowing users to select eccentricity sets tailored to their eyes and supporting asymmetric configurations between the two eyes. Experimental results demonstrate significant improvements in rendering speed over our previous method while maintaining perceptual quality. Additionally, we found that individual differences and scene texture complexity significantly influence the eccentricity settings. This work offers new insights into perceptual differences in binocular vision and contributes to optimizing virtual reality experiences.
AB - To address the increasing computational demands of high-resolution virtual reality headsets, foveated rendering reduces pixel sampling in the peripheral regions of the visual field. However, existing methods have not fully leveraged binocular vision, particularly the dominant eye theory. In our prior work, we proposed Dominant-Eye-Aware foveated rendering optimized with Multi-Parameter foveation (DEAMP), which divided each eye’s visual field into fixed eccentricity layers ([0, 10]°, [10, 22.5]°, [22.5, 45]°). The non-dominant eye received greater foveation within the same layers compared to the dominant eye. We further argue that the eccentricity ranges should vary between the eyes due to inter-eye, individual, and scene-specific differences. In this article, we introduce an enhanced method, Dominant-Eye-aware Asymmetric Foveated Rendering (DEA-FoR). This treats eccentricity as a new variable, allowing users to select eccentricity sets tailored to their eyes and supporting asymmetric configurations between the two eyes. Experimental results demonstrate significant improvements in rendering speed over our previous method while maintaining perceptual quality. Additionally, we found that individual differences and scene texture complexity significantly influence the eccentricity settings. This work offers new insights into perceptual differences in binocular vision and contributes to optimizing virtual reality experiences.
KW - Binocular vision perception
KW - eye dominance
KW - foveated rendering
KW - virtual reality
UR - https://www.scopus.com/pages/publications/105012637270
U2 - 10.1109/TVCG.2025.3593899
DO - 10.1109/TVCG.2025.3593899
M3 - 文章
C2 - 40742830
AN - SCOPUS:105012637270
SN - 1077-2626
VL - 31
SP - 9225
EP - 9236
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 10
ER -