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GTC ON-DEMAND

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Abstract:

VR is rapidly evolving. HMD resolution and field of view are increasing, VR content is becoming more detailed, and demand for more realistic and more immersive experiences continues to grow. As we march forward in the pursuit of ever-better VR, how will we render fast enough to drive those higher resolution displays? How will we generate realistic content for enormous virtual worlds? How will we continue to enhance the quality and depth of immersion? In this panel, we'll cover topics such as human perception and neurophysiology, adaptive rendering strategies that focus compute power where it's needed, and deep learning-based synthesis for virtual models and environment. Learn how these components are being integrated to drive the future of VR.

VR is rapidly evolving. HMD resolution and field of view are increasing, VR content is becoming more detailed, and demand for more realistic and more immersive experiences continues to grow. As we march forward in the pursuit of ever-better VR, how will we render fast enough to drive those higher resolution displays? How will we generate realistic content for enormous virtual worlds? How will we continue to enhance the quality and depth of immersion? In this panel, we'll cover topics such as human perception and neurophysiology, adaptive rendering strategies that focus compute power where it's needed, and deep learning-based synthesis for virtual models and environment. Learn how these components are being integrated to drive the future of VR.

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Topics:
Virtual Reality & Augmented Reality
Type:
Panel
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9935
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Abstract:
Truly immersive virtual reality demands a display resolution and field of view that matches the human visual system. Although VR headsets continue to improve, meeting this challenge pushes the limits of per-frame computation time, bandwidth, power, and heat. We'll discuss gaze-contingent rendering, which offers an equally immersive experience at a lower cost by taking advantage of the idiosyncrasies of human peripheral vision. The spatial resolution of human perception decreases rapidly as a function of eccentricity relative to center gaze, allowing a reduced fidelity image to be displayed in the periphery without the user noticing. We'll describe our psychophysical experiment to determine the latency requirements of such a system and discuss our findings showing that state-of-the-art rendering techniques with system latencies up to 50-70 milliseconds were undetectable at the 50 percent threshold level.
Truly immersive virtual reality demands a display resolution and field of view that matches the human visual system. Although VR headsets continue to improve, meeting this challenge pushes the limits of per-frame computation time, bandwidth, power, and heat. We'll discuss gaze-contingent rendering, which offers an equally immersive experience at a lower cost by taking advantage of the idiosyncrasies of human peripheral vision. The spatial resolution of human perception decreases rapidly as a function of eccentricity relative to center gaze, allowing a reduced fidelity image to be displayed in the periphery without the user noticing. We'll describe our psychophysical experiment to determine the latency requirements of such a system and discuss our findings showing that state-of-the-art rendering techniques with system latencies up to 50-70 milliseconds were undetectable at the 50 percent threshold level.  Back
 
Topics:
Virtual Reality & Augmented Reality
Type:
Talk
Event:
GTC Silicon Valley
Year:
2019
Session ID:
S9960
Streaming:
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