Foveated streaming of real-Time graphics

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4 Citations (Scopus)
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Remote rendering systems comprise powerful servers that render graphics on behalf of low-end client devices and stream the graphics as compressed video, enabling high end gaming and Virtual Reality on those devices. One key challenge with them is the amount of bandwidth required for streaming high quality video. Humans have spatially non-uniform visual acuity: We have sharp central vision but our ability to discern details rapidly decreases with angular distance from the point of gaze. This phenomenon called foveation can be taken advantage of to reduce the need for bandwidth. In this paper, we study three different methods to produce a foveated video stream of real-Time rendered graphics in a remote rendered system: 1) foveated shading as part of the rendering pipeline, 2) foveation as post processing step after rendering and before video encoding, 3) foveated video encoding. We report results from a number of experiments with these methods. They suggest that foveated rendering alone does not help save bandwidth. Instead, the two other methods decrease the resulting video bitrate significantly but they also have different quality per bit and latency profiles, which makes them desirable solutions in slightly different situations.

Original languageEnglish
Title of host publicationMMSys 2021 - Proceedings of the 2021 Multimedia Systems Conference
Number of pages12
ISBN (Electronic)9781450384346
Publication statusPublished - 15 Jul 2021
MoE publication typeA4 Conference publication
EventACM Multimedia Systems Conference - Virtual, Online, Türkiye
Duration: 28 Sept 20211 Oct 2021
Conference number: 12


ConferenceACM Multimedia Systems Conference
Abbreviated titleMMSys
CityVirtual, Online


  • cloud rendering
  • foveated rendering
  • foveated streaming
  • virtual reality


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