Foveated Rendering for Mobile XR — 2D Simulation
Interactive 2D simulator of gaze-tracked foveated rendering for mobile AR/VR headsets: a resolution heatmap and a radial falloff profile plot update live as a gaze point moves, showing how shading resolution collapses in the periphery and what GPU pixel cost and bandwidth that saves.
Mobile AR/VR headsets have a fraction of a desktop GPU's power but must still hit 90+ fps to avoid motion sickness. Eye-tracked foveated rendering is the trick that makes this possible: an inward-facing IR camera locates the wearer's gaze point tens of times a second, and the renderer shades a full-resolution "foveal" disc around it while quietly dropping resolution in the periphery, where human cone density — and therefore perceived detail — is already far lower. This 2D simulator draws a live resolution heatmap whose per-cell shading is resampled from the angular falloff function R(θ) around a moving gaze point, alongside a radial profile plot of R(θ) itself, with real GPU pixel-cost and bandwidth-savings readouts, a saccade-driven auto mode, and a manual drag mode, plus a foveated/uniform toggle so the savings are visible directly.
Interactive 2D simulator of gaze-tracked foveated rendering for mobile AR/VR headsets: a resolution heatmap and a radial falloff profile plot update live as a gaze point moves, showing how shading resolution collapses in the periphery and what GPU pixel cost and bandwidth that saves.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install