Dichoptic Foveation
VR rendering optimization
Designed and validated a dichoptic foveation rendering technique through 2AFC psychophysics studies with 50 participants, achieving a 30–40% reduction in rendering compute while maintaining perceptual equivalence. Built in Unity (C#) with a real-time dichoptic rendering pipeline running at 60+ FPS across diverse VR hardware.
- Less rendering compute
- 30–40%
- Participants · 2AFC studies
- 50
- Real time across VR hardware
- 60+ FPS