Saccade-Contingent Rendering
Yuna Kwak, Eric Penner, Xuan Wang, Mohammad R. Saeedpour-Parizi, Olivier Mercier, Xiuyun Wu, T. Scott Murdison, Phillip Guan
TL;DR
This work introduces a non-foveated, saccade-contingent rendering method that reduces render resolution for a brief post-saccadic window to exploit reduced acuity after gaze shifts, without requiring precise eye tracking. The authors characterize post-saccadic acuity over time with psychophysics, derive a temporally varying render-accuracy curve $sf(t)$, and validate the approach through benchtop and in-headset experiments, including a 90 ppd headset with ~30 ms eye-to-photon latency. Results show measurable bitrate savings at high display resolutions and that downsampling can remain perceptually imperceptible under appropriate timing and frequency parameters, enabling meaningful data and power reductions in VR rendering. The method can complement existing perceptual techniques, tolerate limited eye-tracking precision, and extend to future varifocal designs and alternative eye-tracking technologies, offering a practical path to faster, more efficient VR displays without compromising perceived image quality.
Abstract
Battery-constrained power consumption, compute limitations, and high frame rate requirements in head-mounted displays present unique challenges in the drive to present increasingly immersive and comfortable imagery in virtual reality. However, humans are not equally sensitive to all regions of the visual field, and perceptually-optimized rendering techniques are increasingly utilized to address these bottlenecks. Many of these techniques are gaze-contingent and often render reduced detail away from a user's fixation. Such techniques are dependent on spatio-temporally-accurate gaze tracking and can result in obvious visual artifacts when eye tracking is inaccurate. In this work we present a gaze-contingent rendering technique which only requires saccade detection, bypassing the need for highly-accurate eye tracking. In our first experiment, we show that visual acuity is reduced for several hundred milliseconds after a saccade. In our second experiment, we use these results to reduce the rendered image resolution after saccades in a controlled psychophysical setup, and find that observers cannot discriminate between saccade-contingent reduced-resolution rendering and full-resolution rendering. Finally, in our third experiment, we introduce a 90 pixels per degree headset and validate our saccade-contingent rendering method under typical VR viewing conditions.
