{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,9,25]],"date-time":"2025-09-25T18:13:47Z","timestamp":1758824027041,"version":"3.41.0"},"reference-count":31,"publisher":"Association for Computing Machinery (ACM)","issue":"4","license":[{"start":{"date-parts":[[2018,9,19]],"date-time":"2018-09-19T00:00:00Z","timestamp":1537315200000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["ACM Trans. Appl. Percept."],"published-print":{"date-parts":[[2018,10,31]]},"abstract":"<jats:p>In recent years, a variety of methods have been introduced to exploit the decrease in visual acuity of peripheral vision, known as foveated rendering. As more and more computationally involved shading is requested and display resolutions increase, maintaining low latencies is challenging when rendering in a virtual reality context. Here, foveated rendering is a promising approach for reducing the number of shaded samples. However, besides the reduction of the visual acuity, the eye is an optical system, filtering radiance through lenses. The lenses create depth-of-field (DoF) effects when accommodated to objects at varying distances. The central idea of this article is to exploit these effects as a filtering method to conceal rendering artifacts. To showcase the potential of such filters, we present a foveated rendering system, tightly integrated with a gaze-contingent DoF filter. Besides presenting benchmarks of the DoF and rendering pipeline, we carried out a perceptual study, showing that rendering quality is rated almost on par with full rendering when using DoF in our foveated mode, while shaded samples are reduced by more than 69%.<\/jats:p>","DOI":"10.1145\/3238301","type":"journal-article","created":{"date-parts":[[2018,9,19]],"date-time":"2018-09-19T11:58:41Z","timestamp":1537358321000},"page":"1-14","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":15,"title":["Foveated Depth-of-Field Filtering in Head-Mounted Displays"],"prefix":"10.1145","volume":"15","author":[{"ORCID":"https:\/\/orcid.org\/0000-0001-9685-5238","authenticated-orcid":false,"given":"Martin","family":"Weier","sequence":"first","affiliation":[{"name":"Hochschule Bonn-Rhein-Sieg and Saarland University, Sankt Augustin, Germany"}]},{"given":"Thorsten","family":"Roth","sequence":"additional","affiliation":[{"name":"Hochschule Bonn-Rhein-Sieg and Brunel University, Sankt Augustin, Germany"}]},{"ORCID":"https:\/\/orcid.org\/0000-0002-8391-7652","authenticated-orcid":false,"given":"Andr\u00e9","family":"Hinkenjann","sequence":"additional","affiliation":[{"name":"Hochschule Bonn-Rhein-Sieg, Sankt Augustin, Germany"}]},{"given":"Philipp","family":"Slusallek","sequence":"additional","affiliation":[{"name":"Saarland University and DFKI Saarbr\u00fccken, Germany"}]}],"member":"320","published-online":{"date-parts":[[2018,9,19]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/3127589"},{"key":"e_1_2_2_2_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073642"},{"volume-title":"Proceedings of the 12th WSEAS International Conference on Computers (ICCOMP\u201908)","author":"Brian","key":"e_1_2_2_3_1","unstructured":"Brian A. 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Mike Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire. 2013. The skylanders SWAP force depth-of-field shader. In GPU Pro 4: Advanced Rendering Techniques. A K Peters\/CRC Press, Wellesley, MA, USA, 175--184."},{"volume-title":"Depth of field: A survey of techniques. GPU Gems","author":"Demers Joe","key":"e_1_2_2_5_1","unstructured":"Joe Demers . 2004. Depth of field: A survey of techniques. GPU Gems . Vol. 1 . Addison-Wesley , Chapter 23. Joe Demers. 2004. Depth of field: A survey of techniques. GPU Gems. Vol. 1. Addison-Wesley, Chapter 23."},{"key":"e_1_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/2628257.2628259"},{"key":"e_1_2_2_7_1","doi-asserted-by":"publisher","DOI":"10.1145\/2077451.2077454"},{"key":"e_1_2_2_8_1","unstructured":"Masahiro Fujita and Takahiro Harada. 2014. Foveated Real-Time Ray Tracing for Virtual Reality Headset. Poster SIGGRAPH Asia\u201914.  Masahiro Fujita and Takahiro Harada. 2014. 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S\u00e9bastien Hillaire, Anatole L\u00e9cuyer, R\u00e9mi Cozot, and G\u00e9ry Casiez. 2008. Using an eye-tracking system to improve camera motions and depth-of-field blur effects in virtual environments. In IEEE (VR\u201908). IEEE, 47--50."},{"key":"e_1_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/311535.311555"},{"key":"e_1_2_2_13_1","doi-asserted-by":"publisher","DOI":"10.1145\/3072959.3073622"},{"volume-title":"Concealing Rendering Simplifications using Gaze Contingent Depth of Field. Master\u2019s thesis","author":"Lindeberg Tim","key":"e_1_2_2_14_1","unstructured":"Tim Lindeberg . 2016. Concealing Rendering Simplifications using Gaze Contingent Depth of Field. Master\u2019s thesis . KTH Royal Institute of Technology School of Computer Science and Communication , Sweden . https:\/\/kth.diva-portal.org\/smash\/get\/diva2:947325\/FULLTEXT01.pdf. Tim Lindeberg. 2016. Concealing Rendering Simplifications using Gaze Contingent Depth of Field. Master\u2019s thesis. KTH Royal Institute of Technology School of Computer Science and Communication, Sweden. https:\/\/kth.diva-portal.org\/smash\/get\/diva2:947325\/FULLTEXT01.pdf."},{"key":"e_1_2_2_15_1","volume-title":"Mantiuk","author":"Mantiuk Radoslaw","year":"2013","unstructured":"Radoslaw Mantiuk , Bartosz Bazyluk , and Rafal K . Mantiuk . 2013 . Gaze-driven object tracking for real time rendering. In Comput. Graph. Forum (Eurographics'13), Vol. 32 . The Eurographs Association 8 John Wiley 8 Sons, Ltd ., 163--173. Radoslaw Mantiuk, Bartosz Bazyluk, and Rafal K. Mantiuk. 2013. Gaze-driven object tracking for real time rendering. In Comput. Graph. Forum (Eurographics'13), Vol. 32. 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