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Dr. Rachel Albert, GTC San Jose 2019 60 MS TO GET IT RIGHT GAZE - CONTINGENT RENDERING & HUMAN PERCEPTION

60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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Page 1: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHTGAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

Page 2: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

• Wide color gamut / high dynamic range

• High frame rate, Low latency

• Wide Field of View (FoV)

• High spatial resolution

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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

• Wide color gamut / high dynamic range

• High frame rate, Low latency

• Wide Field of View (FoV)

• High spatial resolution

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GOAL: IMMERSIVE VR

Requirements to mimic real-world human visual experience

• Wide color gamut / high dynamic range

• High frame rate, Low latency

• Wide Field of View (FoV)

• High spatial resolution Computation Cost

Bandwidth

Power/Heat/Weight

Page 5: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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HUMAN VISUAL PERCEPTION IS LIMITED

Detection Threshold

Page 6: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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HUMAN VISUAL PERCEPTION IS LIMITED

Detection Threshold Resolution Threshold

Page 7: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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Resolvable spatial resolution

decreases in the periphery as a

function of eccentricity.

Figure from Anderson et al. 1991

HUMAN VISUAL PERCEPTION IS NON-UNIFORM

Achromatic Acuity

Chromatic Acuity

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ONE SOLUTION: GAZE-CONTINGENT IMAGERY

Page 9: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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SYSTEM REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

Multi-Resolution Display

(Varjo)

Display-side decompression

(Google/LG)

Wireless Image

Compression?

Variable-Rate Shading

(NVIDIA Turing GPU)

Rendering Optimizations

(Patney et al. 2016)

Eye Tracking

(Pupil Labs, Tobii)

Page 10: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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SACCADIC EYE MOVEMENTS & SACCADIC OMISSION

• During a saccade, the eye moves

at 500 deg/sec

• Latency may cause the

peripheral image to be visible

• BUT, Saccadic omission blocks

perception of this image

How long is the omission period

for rendered scenes?

Page 11: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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EXPERIMENT: LATENCY REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

• Eye tracking latency only

• Free viewing, 4 seconds per trial

• Task: Yes/No Response

“Did you see any artifacts?”

• Amount of peripheral degradation varied based on response

1 up/ 1 down adaptive staircase

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EXPERIMENTAL DESIGN

Gaussian

Fovea SizeFull-Resolution Area

5°, 10°, 20° Ecc.

Eye-Tracking LatencyAdded Latency

0, 10, 20, 40, 80, 150 ms

Foveation Technique

Peripheral Rendering Method

Subsampling, Gaussian, fCPS

Gaussian

Page 13: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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“MOTION TO PHOTON”SACCADE START TO SCREEN UPDATE

Gaussian

• HTC Vive + SMI Eye Tracker

• NVIDIA Titan X (Pascal) GPU + Falcor rendering framework

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RESULTS

Page 15: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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INTERACTION BETWEEN TECHNIQUE & ECCENTRICITY

Page 16: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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MAIN EFFECT OF LATENCY (THRESHOLD AT 50-70 MS)

Page 17: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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LATENCY EXPERIMENT TAKEAWAY POINTS

• Temporally stable foveation methods support more

foveation at larger eccentricities

• All foveation methods and eccentricities show

significantly worse performance above 50-70 ms

latency

Page 18: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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PERIPHERALLY DEGRADING IMAGES WITH COLOR

Reduce Saturation Reduce Bit Depth

Page 19: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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PERIPHERALLY DEGRADING IMAGES WITH COLOR

Reduce Saturation Reduce Bit Depth

Page 20: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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EXPERIMENT: REDUCE BIT DEPTHWHEN DOES THE VIEWER SEE FOVEATION?

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RESULT: LOW SPATIAL FREQUENCY CONTENT

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RESULT: MID SPATIAL FREQUENCY CONTENT

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RESULT: HIGH SPATIAL FREQUENCY CONTENT

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COLOR EXPERIMENT TAKEAWAY POINTS

• Some bit depth reduction is not noticeable in the

periphery

• The level of acceptable bit depth reduction is highly

dependent on spatial frequency of the content

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BIGGEST CHALLENGE: TEXT

High Contrast, High Spatial Frequency Content

Blurring breaks

contrast constancy

Aliasing produces flicker

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PERIPHERAL SPATIAL METAMERS

Freeman & Simoncelli, 2011

Original Image Metamer #1 Metamer #2

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• Lossy compression of

spatial information

• Peripheral perception

is complicated

PERIPHERAL SPATIAL METAMERS

Page 28: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHTGAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

Page 29: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

Dr. Rachel Albert, GTC San Jose 2019

60 MS TO GET IT RIGHTGAZE-CONTINGENT RENDERING & HUMAN PERCEPTION

THANK YOU

Page 30: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide
Page 31: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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EXPERIMENTAL DESIGN

• Task – move eyes and head to try to see artifacts

4 second stimulus duration per trial

Yes/No Response (“Did you see any artifacts?”)

• Amount of foveation varied based on responses

1 up/ 1 down adaptive staircase

Foveation level = shading rate per 2^N pixels (higher is better)

• Controlled for actual system latency, head & eye motion

Page 32: 60 MS TO GET IT RIGHT - Nvidia...60 MS TO GET IT RIGHT GAZE-CONTINGENT RENDERING & HUMAN PERCEPTION. 2 GOAL: IMMERSIVE VR Requirements to mimic real-world human visual experience •Wide

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SYSTEM REQUIREMENTS FOR GAZE-CONTINGENT RENDERING

Eye Tracking

• Accurate

• Fast

Rendering

• Cheap, Fast

• Perceptually

Matched

Display

• Low Persistence

• Low Latency