Gaze-Contingent Rendering in VR
摘要
This chapter discusses the general idea of gaze-contingent rendering, which exploits the eccentricity dependency of human vision to improve rendering efficiency. We describe the basic idea and motivation, followed by two concrete examples. The two examples differ in the specific aspect of human vision that is exploited and in how that aspect is modeled. We conclude with a brief overview of other aspects of vision that have also been exploited in improving rendering efficiency.