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SUMMARY:Temporal Resolution Multiplexing: Exploiting the limitations of sp
 atio-temporal vision for more efficient VR rendering (conference practice 
 talk) - Gyorgy Denes (University of Cambridge)
DTSTART:20190313T153000Z
DTEND:20190313T160000Z
UID:TALK121630@talks.cam.ac.uk
CONTACT:Gyuri Denes
DESCRIPTION:Rendering in virtual reality (VR) requires substantial computa
 tional power to generate 90 frames per second at high resolution with good
 -quality antialiasing. The video data sent to a VR headset requires high b
 andwidth\, achievable only on dedicated links. In this paper we explain ho
 w rendering requirements and transmission bandwidth can be reduced using a
  conceptually simple technique that integrates well with existing renderin
 g pipelines. Every even-numbered frame is rendered at a lower resolution\,
  and every odd-numbered frame is kept at high resolution but is modified i
 n order to compensate for the previous loss of high spatial frequencies. W
 hen the frames are seen at a high frame rate\, they are fused and perceive
 d as high-resolution and high-frame-rate animation. The technique relies o
 n the limited ability of the visual system to perceive high spatio-tempora
 l frequencies. Despite its conceptual simplicity\, correct execution of th
 e technique requires a number of non-trivial steps: display photometric te
 mporal response must be modeled\, flicker and motion artifacts must be avo
 ided\, and the generated signal must not exceed the dynamic range of the d
 isplay. Our experiments\, performed on a high-frame-rate LCD monitor and O
 LED-based VR headsets\, explore the parameter space of the proposed techni
 que and demonstrate that its perceived quality is indistinguishable from f
 ull-resolution rendering. The technique is an attractive alternative to re
 projection and resolution reduction of all frames.
LOCATION:SS03 Meeting Room\, Computer Laboratory
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