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Emergent in the field of head mounted display design is a desire to leverage the limitations of the human visual system to reduce the computation, communication, and display workload in power and form-factor constrained systems. Fundamental to this reduced workload is the ability to match display resolution to the acuity of the human visual system, along with a resulting need to follow the gaze of the eye as it moves, a process referred to as foveation. A display that moves its content along with the eye may be called a Foveated Display, though this term is also commonly used to describe displays with non-uniform resolution that attempt to mimic human visual acuity. We therefore recommend a definition for the term Foveated Display that accepts both of these interpretations. Furthermore, we include a simplified model for human visual Acuity Distribution Functions (ADFs) at various levels of visual acuity, across wide fields of view and propose comparison of this ADF with the Resolution Distribution Function of a foveated display for evaluation of its resolution at a particular gaze direction. We also provide a taxonomy to allow the field to meaningfully compare and contrast various aspects of foveated displays in a display and optical technology-agnostic manner.
Foveated image reconstruction recovers full image from a sparse set of samples distributed according to the human visual systems retinal sensitivity that rapidly drops with eccentricity. Recently, the use of Generative Adversarial Networks was shown
Traditional high-quality 3D graphics requires large volumes of fine-detailed scene data for rendering. This demand compromises computational efficiency and local storage resources. Specifically, it becomes more concerning for future wearable and port
Generative image modeling techniques such as GAN demonstrate highly convincing image generation result. However, user interaction is often necessary to obtain the desired results. Existing attempts add interactivity but require either tailored archit
Computer-generated holographic (CGH) displays show great potential and are emerging as the next-generation displays for augmented and virtual reality, and automotive heads-up displays. One of the critical problems harming the wide adoption of such di
Interaction in virtual reality (VR) environments is essential to achieve a pleasant and immersive experience. Most of the currently existing VR applications, lack of robust object grasping and manipulation, which are the cornerstone of interactive sy