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| Main Authors: | , , , , |
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| Format: | Preprint |
| Published: |
2025
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| Subjects: | |
| Online Access: | https://arxiv.org/abs/2505.03682 |
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| _version_ | 1866916722746851328 |
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| author | Flöter, Christopher Geringer, Sergej Reina, Guido Weiskopf, Daniel Ropinski, Timo |
| author_facet | Flöter, Christopher Geringer, Sergej Reina, Guido Weiskopf, Daniel Ropinski, Timo |
| contents | Foveated rendering methods usually reduce spatial resolution in the periphery of the users' view. However, using foveated rendering to reduce temporal resolution, i.e., rendering frame rate, seems less explored. In this work, we present the results of a user study investigating the perceptual effects of foveated temporal resolution reduction, where only the temporal resolution (frame rate) is reduced in the periphery without affecting spatial quality (pixel density). In particular, we investigated the perception of temporal resolution artifacts caused by reducing the frame rate dependent on the eccentricity of the user's gaze. Our user study with 15 participants was conducted in a virtual reality setting using a head-mounted display. Our results indicate that it was possible to reduce average rendering costs, i.e., the number of rendered pixels, to a large degree before participants consistently reported perceiving temporal artifacts. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2505_03682 |
| institution | arXiv |
| publishDate | 2025 |
| record_format | arxiv |
| spellingShingle | Evaluating Foveated Frame Rate Reduction in Virtual Reality for Head-Mounted Displays Flöter, Christopher Geringer, Sergej Reina, Guido Weiskopf, Daniel Ropinski, Timo Human-Computer Interaction Graphics I.3.6; I.3.7 Foveated rendering methods usually reduce spatial resolution in the periphery of the users' view. However, using foveated rendering to reduce temporal resolution, i.e., rendering frame rate, seems less explored. In this work, we present the results of a user study investigating the perceptual effects of foveated temporal resolution reduction, where only the temporal resolution (frame rate) is reduced in the periphery without affecting spatial quality (pixel density). In particular, we investigated the perception of temporal resolution artifacts caused by reducing the frame rate dependent on the eccentricity of the user's gaze. Our user study with 15 participants was conducted in a virtual reality setting using a head-mounted display. Our results indicate that it was possible to reduce average rendering costs, i.e., the number of rendered pixels, to a large degree before participants consistently reported perceiving temporal artifacts. |
| title | Evaluating Foveated Frame Rate Reduction in Virtual Reality for Head-Mounted Displays |
| topic | Human-Computer Interaction Graphics I.3.6; I.3.7 |
| url | https://arxiv.org/abs/2505.03682 |