or not. We propose a statistical model that is designed for the meaningful interpretation of such data, which is affected by visual search and imprecision of manual marking. We use our dataset for training existing metrics and we demonstrate that their performance significantly improves. We show that our dataset with the proposed statistical model can be used to train a new CNN-based metric, which outperforms the existing solutions. We demonstrate the utility of such a metric in visually lossless JPEG compression, super-resolution and watermarking.
In real‐time rendering, the appearance of scenes is greatly affected by the quality and resolution of the textures used for image synthesis. At the same time, the size of textures determines the performance and the memory requirements of rendering. As a result, finding the optimal texture resolution is critical, but also a non‐trivial task since the visibility of texture imperfections depends on underlying geometry, illumination, interactions between several texture maps, and viewing positions. Ideally, we would like to automate the task with a visibility metric, which could predict the optimal texture resolution. To maximize the performance of such a metric, it should be trained on a given task. This, however, requires sufficient user data which is often difficult to obtain. To address this problem, we develop a procedure for training an image visibility metric for a specific task while reducing the effort required to collect new data. The procedure involves generating a large dataset using an existing visibility metric followed by refining that dataset with the help of an efficient perceptual experiment. Then, such a refined dataset is used to retune the metric. This way, we augment sparse perceptual data to a large number of per‐pixel annotated visibility maps which serve as the training data for application‐specific visibility metrics. While our approach is general and can be potentially applied for different image distortions, we demonstrate an application in a game‐engine where we optimize the resolution of various textures, such as albedo and normal maps.
Intel 2019]. All these works propose a dynamic quality control mechanism that allocates the rendering budget to those aspects of an image or animation that have the highest impact on the overall quality. In this work, we propose to control both the VRS state map and the refresh rate, based on all major factors affecting image quality: texture content, on-screen velocities, luminance, effective resolution, and display persistence. We build on the work of Denes et al. [2020], and extend the visual quality model to account for the important effect of texture content and VRS resolution. In contrast to that work, we offer local, rather than global, control of the resolution via VRS without the need for eye tracking.The key component of our Adaptive Local Shading and Refresh Rate (ALSaRR) method is a new Content-adaptive Metric of Judder, Aliasing and Blur (CaMoJAB) (Section 4). The metric is based on psychophysical models of contrast sensitivity with only a few parameters fitted to the data. We calibrate and validate our metric on various existing datasets as well as our new dataset collected by conducting a subjective quality experiment. The experiment measures the perceived loss of quality due to shading rate reduction under a large range of display refresh rates, resolutions, display persistence, luminance, contrast, and content velocity (Section 4.3). Our ALSaRR method uses the new metric to create per-texture quality functions, which are used for an approximate solution of the knapsack problem: maximize perceived quality for a given rendering budget (Section 5). Unlike the method of Yang et al. [2019], which controls VRS to avoid any visual loss regardless of the per-frame rendering cost, our goal is to find the best trade-off of spatio-temporal resolution under a limited rendering budget.The main contributions of our work 1 are:• Content-adaptive Metric of Judder, Aliasing and Blur (CaMo-JAB), derived from psychophysical models and calibrated on several datasets. • A dataset of motion quality for animations rendered with different shading rates, motion velocities, textures, refresh rates and display angular resolution (in pixels-per-degree), and persistence. • Adaptive Local Shading and Refresh Rate (ALSaRR) method for control of real-time rendering, which maximizes the quality of animation under a limited budget.
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