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Increasing 3d-Games-Rendering by factor 50

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Increasing 3d-Games-Rendering by factor 50

#1
Hi Hackers,

Sounds Unreal?(sorry for the bad pun, am German) Well, did you know that the Human eye only percepts approx. 2° of it's total vision(110°x170°) clearly? Through multiple jumps per second of the eye(saccades) we combine the sharp spots(highest bitrate/secondmm²) in our brain to an overall sharp and steady picture.

My question is: Using a given high end 3d-Graphic-Card and an Eye-Tracker, one could concentrate half of the Render Power on this spot, which is usually displayed on a 20 to 40 ° degree screen. So take the worst case: 0.5 20°/2° * 20°/2° = 50. And there is my factor 50.

So why aren't we using this device: The Eye-Tracker cost about 15000 to 40000 $. And lots of the Render-Force is used for focus independent Rendering (reflection, etc..).

But: The price could be reduced by mass-production within a few years to 100 $, and probably 10 % of the Render-Power would last for the non clear vision degrees, so one could take 40% for independent rendering.

I came up with this idea after understanding objects and though about how the brain could save render power by only checking parts of a new object and recognizing it as real, and afterwards simulating it in its own Semantic-3d-Room Matrix-Engine.

Post me if you find the idea cool, have questions, or tell me that I am far outdated(never heard or read about such a application)!

Regards

Re: Increasing 3d-Games-Rendering by factor 50

#2
I suspect latency will be a problem. As your eye scans around things will "come in to focus" and that will be noticeable.

Another issue is how wide the normal eye jitter is. There is a normal 30-100Hz jitter in eye aiming that will require your high quality area to be larger than 2°, but I don't know how much.

One last trick, the low resolution areas will need to be the correct average brightness. For many surfaces this is easy, but if you imagine a surface with a tiny, bright reflection... you could miss that until you processed it at full resolution making a bright spot that only exists if you look at it.

Re: Increasing 3d-Games-Rendering by factor 50

#3
Like all great ideas, someone has thought of this before. This idea was researched quite a bit 10 years ago -before hardware vertex transformation took off and view dependent LOD was still a hot topic. I haven't heard much about it since then. Here is the only paper I could find in a minute's googling: http://www.svi.cps.utexas.edu/EI466209.pdf

Re: Increasing 3d-Games-Rendering by factor 50

#4
post #3

Like all great ideas, someone has thought of this before. This idea was researched quite a bit 10 years ago -before hardware vertex transformation took off and view dependent LOD was still a hot topic. I haven't heard much about it since then. Here is the only paper I could find in a minute's googling: http://www.svi.cps.utexas.edu/EI466209.pdf

Well I really don't know why the industry doesn't start mainstreaming the eye tracking device anyway, Google would kill for knowing where people look on a page! Thanks for the link!

Re: Increasing 3d-Games-Rendering by factor 50

#5
post #2

I suspect latency will be a problem. As your eye scans around things will "come in to focus" and that will be noticeable. Another issue is how wide the normal eye jitter is. There is a normal 30-100Hz jitter in eye aiming that will require your high quality area to be larger than 2°, but I don't know how much. One last trick, the low resolution areas will need to be the correct average brightness. For many surfaces t…

Thanks for you pro feedback, sure you must be working on the cryengine2 ;)