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Graph."],"published-print":{"date-parts":[[2022,12]]},"abstract":"<jats:p>\n            Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and dynamic ranges, all of which reduce the sustained usage time of untethered AR\/VR devices. For instance, the Oculus Quest 2, under a fully-charged battery, can sustain only 2 to 3 hours of operation time. Prior display power reduction techniques mostly target smartphone displays. Directly applying smartphone display power reduction techniques, however, degrades the visual perception in AR\/VR with noticeable artifacts. For instance, the \"power-saving mode\" on smartphones\n            <jats:italic>uniformly<\/jats:italic>\n            lowers the pixel luminance across the display and, as a result, presents an overall darkened visual perception to users if directly applied to VR content.\n          <\/jats:p>\n          <jats:p>\n            Our key insight is that VR display power reduction must be cognizant of the gaze-contingent nature of high field-of-view VR displays. To that end, we present a gaze-contingent system that, without degrading luminance, minimizes the display power consumption while preserving high visual fidelity when users actively view immersive video sequences. This is enabled by constructing 1) a gaze-contingent color discrimination model through psychophysical studies, and 2) a display power model (with respect to pixel color) through real-device measurements. Critically, due to the careful design decisions made in constructing the two models, our algorithm is cast as a constrained optimization problem with a\n            <jats:italic>closed-form<\/jats:italic>\n            solution, which can be implemented as a real-time, image-space shader. We evaluate our system using a series of psychophysical studies and large-scale analyses on natural images. Experiment results show that our system reduces the display power by as much as 24% (14% on average) with little to no perceptual fidelity degradation.\n          <\/jats:p>","DOI":"10.1145\/3550454.3555473","type":"journal-article","created":{"date-parts":[[2022,11,30]],"date-time":"2022-11-30T21:19:07Z","timestamp":1669843147000},"page":"1-16","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":48,"title":["Color-Perception-Guided Display Power Reduction for Virtual Reality"],"prefix":"10.1145","volume":"41","author":[{"given":"Budmonde","family":"Duinkharjav","sequence":"first","affiliation":[{"name":"New York University"}]},{"given":"Kenneth","family":"Chen","sequence":"additional","affiliation":[{"name":"New York University"}]},{"given":"Abhishek","family":"Tyagi","sequence":"additional","affiliation":[{"name":"University of Rochester"}]},{"given":"Jiayi","family":"He","sequence":"additional","affiliation":[{"name":"University of Rochester"}]},{"given":"Yuhao","family":"Zhu","sequence":"additional","affiliation":[{"name":"University of Rochester"}]},{"given":"Qi","family":"Sun","sequence":"additional","affiliation":[{"name":"New York University"}]}],"member":"320","published-online":{"date-parts":[[2022,11,30]]},"reference":[{"key":"e_1_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1109\/N-SSC.2007.4785534"},{"key":"e_1_2_2_2_1","volume-title":"Sep. 8","author":"Boroson ML","year":"2009","unstructured":"ML Boroson, JE Ludwicki, and MJ Murdoch. 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