Stengel, MichaelGrogorick, SteveEisemann, MartinMagnor, MarcusElmar Eisemann and Eugene Fiume2016-06-172016-06-1720161467-8659https://doi.org/10.1111/cgf.12956With ever-increasing display resolution for wide field-of-view displays-such as head-mounted displays or 8k projectors- shading has become the major computational cost in rasterization. To reduce computational effort, we propose an algorithm that only shades visible features of the image while cost-effectively interpolating the remaining features without affecting perceived quality. In contrast to previous approaches we do not only simulate acuity falloff but also introduce a sampling scheme that incorporates multiple aspects of the human visual system: acuity, eye motion, contrast (stemming from geometry, material or lighting properties), and brightness adaptation. Our sampling scheme is incorporated into a deferred shading pipeline to shade the image's perceptually relevant fragments while a pull-push algorithm interpolates the radiance for the rest of the image. Our approach does not impose any restrictions on the performed shading. We conduct a number of psycho-visual experiments to validate scene- and task-independence of our approach. The number of fragments that need to be shaded is reduced by 50 % to 80 %. Our algorithm scales favorably with increasing resolution and field-of-view, rendering it well-suited for head-mounted displays and wide-field-of-view projection.I.3.x [Computer Graphics]Three Dimensional Graphics and RealismVirtual RealityI.3.y [Computer Graphics]Three Dimensional Graphics and RealismHeadmounted DisplaysAdaptive Image-Space Sampling for Gaze-Contingent Real-time Rendering10.1111/cgf.12956129-139