Battery life is an increasingly urgent challenge for today's untethered VR and AR devices. However, the power efficiency of head-mounted displays is naturally at odds with growing computational requirements driven by better resolution, refresh rate, and dynamic ranges, all of which reduce the sustained usage time of untethered AR/VR devices. For instance, the Oculus Quest 2, under a fully-charged battery, can sustain only 2 to 3 hours of operation time. Prior display power reduction techniques mostly target smartphone displays. Directly applying smartphone display power reduction techniques, however, degrades the visual perception in AR/VR with noticeable artifacts. For instance, the "power-saving mode" on smartphones uniformly lowers the pixel luminance across the display and, as a result, presents an overall darkened visual perception to users if directly applied to VR content. Our key insight is that VR display power reduction must be cognizant of the gaze-contingent nature of high field-of-view VR displays. To that end, we present a gaze-contingent system that, without degrading luminance, minimizes the display power consumption while preserving high visual fidelity when users actively view immersive video sequences. This is enabled by constructing a gaze-contingent color discrimination model through psychophysical studies, and a display power model (with respect to pixel color) through real-device measurements. Critically, due to the careful design decisions made in constructing the two models, our algorithm is cast as a constrained optimization problem with a closed-form solution, which can be implemented as a real-time, image-space shader. We evaluate our system using a series of psychophysical studies and large-scale analyses on natural images. Experiment results show that our system reduces the display power by as much as 24% with little to no perceptual fidelity degradation.
翻译:电池生命对于今天未发热的 VR 和 AR 设备来说越来越紧迫地是一个越来越紧迫的挑战。 但是, 头顶显示器的功率效率自然地与由更好的分辨率、 更新率和动态范围驱动的日益增长的计算要求不相符, 所有这些都降低了未发热的 AR/ VR 设备的持续使用时间。 例如, 完全充电的电池下的 Oculus Quest 2 只能维持2至3个小时的操作时间。 之前显示的减速技术大多针对智能手机显示的显示器。 但是, 直接应用智能显示减速技术会降低AR/ VR 的视觉感知力。 例如, 智能显示器的“ 节能模式” 会降低AR/ VR 的视觉感知力。 例如, 智能显示器的“ 节能模式” 统一地降低 计算器的视觉显示器的视觉效果, 并且通过直观的直观分析, 显示一个快速的显示系统, 显示的是, 快速的直观和直观的直观的直观分析, 通过直观的直观的直观的直观的直观的直观分析, 显示, 显示的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观, 显示, 能够显示的直观的直观的直观的直观的直观的直观的直观分析, 显示的直观的直观的直观的直观的直观的直观的直观的直观分析, 显示, 显示的直观的直观的直观, 显示的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观, 直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观的直观, 直观的直观