Foveated rendering is a rendering technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).[1][2]
A less sophisticated variant called fixed foveated rendering doesn't utilise eye tracking and instead assumes a fixed focal point.[3][4]
History
At Tech Crunch Disrupt SF 2014, Fove unveiled a headset featuring foveated rendering.[5] This was followed by a successful kickstarter in May 2015.[6]
At CES 2016, SensoMotoric Instruments (SMI) demoed a new 250 Hz eye tracking system and a working foveated rendering solution. It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system.[7][8]
In July 2016, Nvidia demonstrated during SIGGRAPH a new method of foveated rendering claimed to be invisible to users.[1][9]
In February 2017, Qualcomm announced their Snapdragon 835 Virtual Reality Development Kit (VRDK) which includes foveated rendering support called Adreno Foveation.
During CES 2019 on January 7 HTC announced an upcoming virtual reality headset called Vive Pro Eye featuring eye-tracking and support for foveated rendering.[10][11]
In December 2019, Facebook's Oculus Quest SDK gave developers access to dynamic fixed foveated rendering, allowing the variation in level of detail to be changed on the fly via an API.[12]
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