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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).
Foveated imaging is a digital image processing technique in which the image resolution, or amount of detail, varies across the image according to one or more "fixation points". A fixation point indicates the highest resolution region of the image and corresponds to the center of the eye 's retina , the fovea .
Foveated rendering – The user's gaze is tracked and calculated so the graphical resources are allocated to where he or she is looking. The different areas of VR world sharpens and blurs depending on where the eyes are focusing.
Rendering is the process of generating a photorealistic or non-photorealistic image from input data such as 3D models. The word "rendering" (in one of its senses) originally meant the task performed by an artist when depicting a real or imaginary thing (the finished artwork is also called a "rendering").
A person wearing a virtual reality headset, a type of near-eye 3D display. A 3D display is a display device capable of conveying depth to the viewer. Many 3D displays are stereoscopic displays, which produce a basic 3D effect by means of stereopsis, but can cause eye strain and visual fatigue.
visionOS is a mixed reality operating system derived primarily from iPadOS and its core frameworks (including UIKit, SwiftUI, ARKit and RealityKit), and MR-specific frameworks for foveated rendering and real-time interaction. [2] [3] It was developed by Apple Inc. exclusively for its Apple Vision Pro mixed reality headset.
At the CES 2016, SMI demoed a new 250 Hz eye tracking system and a working foveated rendering solution. [buzzword] It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system. [25]
Tiled rendering is the process of subdividing a computer graphics image by a regular grid in optical space and rendering each section of the grid, or tile, separately.The advantage to this design is that the amount of memory and bandwidth is reduced compared to immediate mode rendering systems that draw the entire frame at once.