Master thesis: A gaze-dependent approach to interactive ray tracing



The goal of the research was to find a way to reduce the computational cost of ray tracing. The approach reduces the amount of rays traced in the peripheral view of the user until noticed. The point was to see how we could distribute the rays in order for users to not see a quality difference. A few scenes were used in order to see if the results could stay consistent over different game environments.


Ray tracing is a rendering technique capable of producing a very high degree of visual realism. However, it also has a higher computational cost than current rasterization rendering methods. This paper proposes a way to decrease the computational cost of ray tracing by utilizing characteristics of human vision. Visual acuity decreases with angular distance away from the gaze direction. The gaze-dependent contrast sensitivity function combined with eye tracking is used to reduce the amount of rays the further away from the gaze point. Results demonstrate that the sampling reduction for gaze-dependent rendering varies between chosen scenes and participants.