Towards Foveated Rendering for Gaze-Tracked Virtual Reality

Foveated rendering synthesizes images with progressively less detail outside the eye fixation region, potentially unlocking significant speedups for wide field-of-view displays, such as head mounted displays, where target framerate and resolution is increasing faster than the performance of traditional real-time renderers. To study and improve potential gains, we designed a foveated rendering user study to evaluate the perceptual abilities of human peripheral vision when viewing today's displays.

Improved Half Vector Space Light Transport

In this paper, we present improvements to half vector space light transport (HSLT) [KHD14], which make this approach more practical, robust for difficult input geometry, and faster. Our first contribution is the computation of half vector space ray differentials in a different domain than the original work. This enables a more uniform stratification over the image plane during Markov chain exploration.

Reflectance Modeling by Neural Texture Synthesis

We extend parametric texture synthesis to capture rich, spatially varying parametric reflectance models from a single image. Our input is a single head-lit flash image of a mostly flat, mostly stationary (textured) surface, and the output is a tile of SVBRDF parameters that reproduce the appearance of the material. No user intervention is required.

Perceptually-Based Foveated Virtual Reality

Humans have two distinct vision systems: foveal and peripheral vision. Foveal vision is sharp and detailed, while peripheral vision lacks fidelity. The difference in characteristics of the two systems enable recently popular foveated rendering systems, which seek to increase rendering performance by lowering image quality in the periphery. We present a set of perceptually-based methods for improving foveated rendering running on a prototype virtual reality headset with an integrated eye tracker.

A Real-time Energy-Efficient Superpixel Hardware Accelerator for Mobile Computer Vision Applications

Superpixel generation is a common preprocessing step in vision processing aimed at dividing an image into non-overlapping regions. Simple Linear Iterative Clustering (SLIC) is a commonly used superpixel algorithm that offers a good balance between performance and accuracy. However, the algorithm’s high computational and memory bandwidth requirements result in performance and energy efficiency that do not meet the requirements of realtime embedded applications. In this work, we explore the design of an energy-efficient superpixel accelerator for real-time computer vision applications.

Modeling and Analysis of Power Supply Noise Tolerance with Fine-grained GALS Adaptive Clocks

Power supply noise can significantly degrade circuit performance in modern high-performance SoCs. Adaptive clocking schemes have been proposed recently that can tolerate power supply noise by adjusting the clock frequency in response to fast-changing voltage variations. In this paper, we model and quantify power supply noise tolerance with a fine-grained globally asynchronous locally synchronous (GALS) design style together with an adaptive clocking scheme.

A Pausible Bisynchronous FIFO for GALS Systems

Many of the challenges of modern SoC design can be mitigated or eliminated with globally asynchronous, locally synchronous (GALS) design techniques. Partitioning a design into many synchronous islands introduces myriad asynchronous boundary crossings which typically incur high latency. We have designed a pausible bisynchronous FIFO that achieves low inter- face latency with a pausible clocking scheme.

Towards Selecting Robust Hand Gestures for Automotive Interfaces

Driver distraction is a serious threat to automotive safety. The visual-manual interfaces in cars are a source of distraction for drivers. Automotive touch-less hand gesture-based user interfaces can help to reduce driver distraction and enhance safety and comfort. The choice of hand gestures in automotive interfaces is central to their success and widespread adoption. In this work we evaluate the recognition accuracy of 25 different gestures for state-of-the-art computer vision-based gesture recognition algorithms and for human observers.

Filtering Distributions of Normals for Shading Antialiasing

High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner. Such features can be much smaller than the area of a pixel and carry a high amount of energy due to high reflectance.

Estimating Local Beckmann Roughness for Complex BSDFs

Many light transport related techniques require an analysis of the blur width of light scattering at a path vertex, for instance a Beck-mann roughness.