Dichoptic Foveation Supplementary

Stimuli

Comparison of Dichoptic Stimuli

We compare four stimuli: the original input, blurred foveated rendering (Blur FR), blurred dichoptic rendering (Blur Dichoptic), and dynamically sharpened dichoptic rendering (Sharpen Dichoptic). All stimuli are rendered with 40 degrees field-of-view. The key difference is that dichoptic foveated rendering blurs the fovea and presents different foveation operations to the two eyes depending on eccentricity. Mouse hover controls the region of image being shown using each technique. Select different scenes using the buttons:


All Main Study Stimuli

Here, we show stimuli used in the main study.


Validation Stimuli

Here, we show the stimuli used in the validation study.

Experiments


Experiment Video for Main Study

In our main psychophysical experiment, natural stimuli are shown to participants with differential blur and sharpening applied to the left and right eyes. These stimuli are placed at different positions across the visual field; participants were asked to select one of two test stimuli that looked closer to an unmodified reference content. Left and right stimuli below are shown to the left and right eyes, respectively. In this screencapture, we can see the participant cycling between the reference and the two tests before making a decision.


Experiment Video for Validation Study

We validated whether our computational model could be applied to improve foveated rendering. In this study, we showed users 360 degree videos with foveated rendering applied, with our dichoptic foveation techniques, and the unmodified video. Users rated video quality on a 5-point Likert scale. Participants were able to view stimuli freely, with natural head and eye movements. Left and right videos represent the respective content shown to each eye.


Experiment Example Videos for Validation Study

Here, we show additional scenes with the different studied techniques in the validation study. Click the buttons to see different configurations. Here, we show examples with no head or eye movement to clearly show distortion types.


Foveated Rendering Calibration Results

Here, we show the fitted psychometric function to data from the foveated rendering calibration study (Sec. 5.2), aggregated across participants.

Tables


Model Comparison Results

Fitting results of different models to the data of our perceptual experiment on dichoptic stimuli (image patches). Lower AIC, BIC, and cross-validated RMSE indicate better model performance.

Model family p Adj. R² RSS AIC CV RMSE
Linear 3 0.6464 0.6314 2.4088 -32.93 0.1904
Linear + Interaction 6 0.7318 0.7081 1.8272 -44.41 0.1720
Exponential 6 0.7397 0.7167 1.7733 -46.66 0.1784
Quadratic 9 0.8321 0.8088 1.1440 -70.15 0.1464

Subject-level Mean Opinion Score (MOS) pairwise comparison statistics

Render types are: Dichoptic Rendering with Dynamic Sharpen (DS), Dichoptic Rendering with Constant Sharpen (CS), Foveated Rendering (FR), and Reference (Ref). Reported are t-statistics, raw p-values, Bonferroni-corrected p-values, and significance after Bonferroni correction.

Render Type Render Type 2 tstat praw pbonf significancebonf
DS CS 1.839208 0.088829 0.532973 False
DS FR -2.658300 0.019698 0.118189 False
DS Ref. -3.060540 0.009113 0.054680 False
CS FR -3.856197 0.001984 0.011905 True
CS Ref. -3.711442 0.002612 0.015675 True
FR Ref. -1.588449 0.136200 0.817198 False

Subject-level Mean Opinion Score (MOS) pairwise comparison statistics for the ablation study.

Conditions include the Reference (Ref), left-eye blurred (L), and right-eye blurred (R) renderings. Reported are t-statistics, raw p-values, Bonferroni-corrected p-values, and significance after Bonferroni correction.

Render Type Render Type 2 tstat praw pbonf significancebonf
Ref. L 2.909116 0.019616 0.058847 False
Ref. R 3.170444 0.013186 0.039558 True
L R 1.778627 0.113187 0.339562 False

Theoretical Computational Savings

Theoretical savings from reduced sample density of dichoptic foveated rendering relative to standard foveated rendering. Computations assume a linear relationship between sample density and compute cost, centered vision, and consider only the binocular overlap region.

Stereoscopic device Eccentricity (°) Savings factor
Waveguide Displays (experimental) 20 ×730
Microsoft HoloLens (Augmented Reality HMD) 30 ×25
Magic Leap 2 (Augmented Reality HMD) 40 ×7.5
High-end/Future Augmented Reality Glasses 50 ×4.2
Oculus Rift (Virtual Reality HMD) 60 ×2.9
Meta Quest Pro (Virtual Reality HMD) 80 ×1.9
Human Vision (Binocular Limit) 110 ×1.4