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Gaze-Contingent Foveated Rendering (2D)

This 2D simulator visualizes gaze-contingent foveated rendering, the technique eye-tracked VR headsets use to cut GPU shading cost by rendering full detail only where the eye is actually looking. A grid of tiles stands in for a headset's render target; each tile's size and brightness encode its local resolution scale, computed live from its retinal eccentricity — the angle a tile subtends at a fixed virtual eye position behind the panel, relative to the gaze direction — using a cone-density-style falloff model identical to the one driving the 3D version of this simulator. Drag the gaze marker to relocate the high-resolution foveal disk, tune the foveal radius, falloff steepness, peripheral resolution floor, eye relief and grid density, or trigger an auto-saccade sequence, while a live curve panel and a top-down eye/panel schematic make the underlying geometry explicit alongside the pixel-fraction and GPU-speedup readouts.