EDBT 2026 Demo / reviewers in the wild / expert
Budmonde Duinkharjav
dblp:311/3799
· DBLP profile ↗
9ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0001-7133-3273ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 8 since 2021Systems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Performance Analysis of Catch-Up Eye Movements in Visual TrackingabstractIn graphics applications featuring dynamically moving visual targets – such as film and gaming – we have to rotate our eyes to follow objects as they move across the screen. Because target motion is often unpredictable and ever-changing, we must rapidly respond to motion cues and adjust eye movements to maintain the target within the fovea, a process known as catch-up. This catch-up behavior reflects how efficiently the eyes react to and compensate for sudden changes in motion, making it a critical indicator for both task performance and the overall visual experience. In this work, we study and measure the eye catch-up performance during visual tracking. In particular, we present a behavioral analysis that predicts users’ reaction latency to abrupt target motion based on target visibility. Our numerical analysis and human subject studies evidence the effectiveness and generalizability. We further show how the catch-up metric can be applied to evaluate video quality, adjust game difficulty, and optimize display configurations for enhanced user performance. We envision this research to create a computational link between human perception and behavioral performance in dynamic graphics contexts. Jenna Kang, Budmonde Duinkharjav, Niall L. Williams, Qi Sun 0003 |
SIGGRAPH Asia | 2 |
| 2025 | FovealNet: Advancing AI-Driven Gaze Tracking Solutions for Efficient Foveated Rendering in Virtual RealityabstractLeveraging real-time eye tracking, foveated rendering optimizes hardware efficiency and enhances visual quality virtual reality (VR). This approach leverages eye-tracking techniques to determine where the user is looking, allowing the system to render high-resolution graphics only in the foveal region-the small area of the retina where visual acuity is highest, while the peripheral view is rendered at lower resolution. However, modern deep learning-based gaze-tracking solutions often exhibit a long-tail distribution of tracking errors, which can degrade user experience and reduce the benefits of foveated rendering by causing misalignment and decreased visual quality. This paper introduces FovealNet, an advanced AI-driven gaze tracking framework designed to optimize system performance by strategically enhancing gaze tracking accuracy. To further reduce the implementation cost of the gaze tracking algorithm, FovealNet employs an event-based cropping method that eliminates over 64.8% of irrelevant pixels from the input image. Additionally, it incorporates a simple yet effective token-pruning strategy that dynamically removes tokens on the fly without compromising tracking accuracy. Finally, to support different runtime rendering configurations, we propose a system performance-aware multi-resolution training strategy, allowing the gaze tracking DNN to adapt and optimize overall system performance more effectively. Evaluation results demonstrate that FovealNet achieves at least 1.42× speed up compared to previous methods and 13% increase in perceptual quality for foveated output. The code is available at https://github.com/wl3181/FovealNet. Wenxuan Liu 0006, Budmonde Duinkharjav, Qi Sun 0003, Sai Qian Zhang |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2024 | Exploiting Human Color Discrimination for Memory- and Energy-Efficient Image Encoding in Virtual RealityabstractVirtual Reality (VR) has the potential of becoming the next ubiquitous computing platform. Continued progress in the burgeoning field of VR depends critically on an efficient computing substrate. In particular, DRAM access energy is known to contribute to a significant portion of system energy. Today's framebuffer compression system alleviates the DRAM traffic by using a numerically lossless compression algorithm. Being numerically lossless, however, is unnecessary to preserve perceptual quality for humans. This paper proposes a perceptually lossless, but numerically lossy, system to compress DRAM traffic. Our idea builds on top of long-established psychophysical studies that show that humans cannot discriminate colors that are close to each other. The discrimination ability becomes even weaker (i.e., more colors are perceptually indistinguishable) in our peripheral vision. Leveraging the color discrimination (in)ability, we propose an algorithm that adjusts pixel colors to minimize the bit encoding cost without introducing visible artifacts. The algorithm is coupled with lightweight architectural support that, in real-time, reduces the DRAM traffic by 66.9% and outperforms existing framebuffer compression mechanisms by up to 20.4%. Psychophysical studies on human participants show that our system introduce little to no perceptual fidelity degradation. Nisarg Ujjainkar, Ethan Shahan, Kenneth Chen, Budmonde Duinkharjav, Qi Sun 0003, Yuhao Zhu 0001 |
ASPLOS (1) | 4 |
| 2024 | Evaluating Visual Perception of Object Motion in Dynamic EnvironmentsabstractPrecisely understanding how objects move in 3D is essential for broad scenarios such as video editing, gaming, driving, and athletics. With screen-displayed computer graphics content, users only perceive limited cues to judge the object motion from the on-screen optical flow. Conventionally, visual perception is studied with stationary settings and singular objects. However, in practical applications, we---the observer---also move within complex scenes. Therefore, we must extract object motion from a combined optical flow displayed on screen, which can often lead to mis-estimations due to perceptual ambiguities. We measure and model observers' perceptual accuracy of object motions in dynamic 3D environments, a universal but under-investigated scenario in computer graphics applications. We design and employ a crowdsourcing-based psychophysical study, quantifying the relationships among patterns of scene dynamics and content, and the resulting perceptual judgments of object motion direction. The acquired psychophysical data underpins a model for generalized conditions. We then demonstrate the model's guidance ability to significantly enhance users' understanding of task object motion in gaming and animation design. With applications in measuring and compensating for object motion errors in video and rendering, we hope the research establishes a new frontier for understanding and mitigating perceptual errors caused by the gap between screen-displayed graphics and the physical world. Budmonde Duinkharjav, Jenna Jiayi Kang, Gavin S. P. Miller, Chang Xiao 0001, Qi Sun 0003 |
ACM Trans. Graph. | 1 |
| 2023 | The Shortest Route is Not Always the Fastest: Probability-Modeled Stereoscopic Eye Movement Completion Time in VRabstractSpeed and consistency of target-shifting play a crucial role in human ability to perform complex tasks. Shifting our gaze between objects of interest quickly and consistently requires changes both in depth and direction. Gaze changes in depth are driven by slow, inconsistent vergence movements which rotate the eyes in opposite directions, while changes in direction are driven by ballistic, consistent movements called saccades , which rotate the eyes in the same direction. In the natural world, most of our eye movements are a combination of both types. While scientific consensus on the nature of saccades exists, vergence and combined movements remain less understood and agreed upon. We eschew the lack of scientific consensus in favor of proposing an operationalized computational model which predicts the completion time of any type of gaze movement during target-shifting in 3D. To this end, we conduct a psychophysical study in a stereo VR environment to collect more than 12,000 gaze movement trials, analyze the temporal distribution of the observed gaze movements, and fit a probabilistic model to the data. We perform a series of objective measurements and user studies to validate the model. The results demonstrate its predictive accuracy, generalization, as well as applications for optimizing visual performance by altering content placement. Lastly, we leverage the model to measure differences in human target-changing time relative to the natural world, as well as suggest scene-aware projection depth. By incorporating the complexities and randomness of human oculomotor control, we hope this research will support new behavior-aware metrics for VR/AR display design, interface layout, and gaze-contingent rendering. Budmonde Duinkharjav, Benjamin Liang, Anjul Patney, Rachel Brown, Qi Sun 0003 |
ACM Trans. Graph. | 1 |
| 2022 | Image features influence reaction time: a learned probabilistic perceptual model for saccade latencyabstractWe aim to ask and answer an essential question " how quickly do we react after observing a displayed visual target?" To this end, we present psychophysical studies that characterize the remarkable disconnect between human saccadic behaviors and spatial visual acuity. Building on the results of our studies, we develop a perceptual model to predict temporal gaze behavior, particularly saccadic latency, as a function of the statistics of a displayed image. Specifically, we implement a neurologically-inspired probabilistic model that mimics the accumulation of confidence that leads to a perceptual decision. We validate our model with a series of objective measurements and user studies using an eye-tracked VR display. The results demonstrate that our model prediction is in statistical alignment with real-world human behavior. Further, we establish that many sub-threshold image modifications commonly introduced in graphics pipelines may significantly alter human reaction timing, even if the differences are visually undetectable. Finally, we show that our model can serve as a metric to predict and alter reaction latency of users in interactive computer graphics applications, thus may improve gaze-contingent rendering, design of virtual experiences, and player performance in e-sports. We illustrate this with two examples: estimating competition fairness in a video game with two different team colors, and tuning display viewing distance to minimize player reaction time. Budmonde Duinkharjav, Praneeth Chakravarthula, Rachel Brown, Anjul Patney, Qi Sun 0003 |
ACM Trans. Graph. | 1 |
| 2022 | Color-Perception-Guided Display Power Reduction for Virtual RealityabstractBattery 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 1) a gaze-contingent color discrimination model through psychophysical studies, and 2) 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% (14% on average) with little to no perceptual fidelity degradation. Budmonde Duinkharjav, Kenneth Chen, Abhishek Tyagi, Yuhao Zhu 0001, Qi Sun 0003 |
ACM Trans. Graph. | 1 |
| 2022 | Instant Reality: Gaze-Contingent Perceptual Optimization for 3D Virtual Reality StreamingabstractMedia streaming, with an edge-cloud setting, has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed passively, virtual reality applications require 3D assets stored on the edge to facilitate frequent edge-side interactions such as object manipulation and viewpoint movement. Compared to audio and video streaming, 3D asset streaming often requires larger data sizes and yet lower latency to ensure sufficient rendering quality, resolution, and latency for perceptual comfort. Thus, streaming 3D assets faces remarkably additional than streaming audios/videos, and existing solutions often suffer from long loading time or limited quality. To address this challenge, we propose a perceptually-optimized progressive 3D streaming method for spatial quality and temporal consistency in immersive interactions. On the cloud-side, our main idea is to estimate perceptual importance in 2D image space based on user gaze behaviors, including where they are looking and how their eyes move. The estimated importance is then mapped to 3D object space for scheduling the streaming priorities for edge-side rendering. Since this computational pipeline could be heavy, we also develop a simple neural network to accelerate the cloud-side scheduling process. We evaluate our method via subjective studies and objective analysis under varying network conditions (from 3G to 5G) and edge devices (HMD and traditional displays), and demonstrate better visual quality and temporal consistency than alternative solutions. Shaoyu Chen, Budmonde Duinkharjav, Xin Sun 0014, Li-Yi Wei, Stefano Petrangeli, Jose Echevarria, Cláudio T. Silva, Qi Sun 0003 |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2022 | FoV-NeRF: Foveated Neural Radiance Fields for Virtual RealityabstractVirtual Reality (VR) is becoming ubiquitous with the rise of consumer displays and commercial VR platforms. Such displays require low latency and high quality rendering of synthetic imagery with reduced compute overheads. Recent advances in neural rendering showed promise of unlocking new possibilities in 3D computer graphics via image-based representations of virtual or physical environments. Specifically, the neural radiance fields (NeRF) demonstrated that photo-realistic quality and continuous view changes of 3D scenes can be achieved without loss of view-dependent effects. While NeRF can significantly benefit rendering for VR applications, it faces unique challenges posed by high field-of-view, high resolution, and stereoscopic/egocentric viewing, typically causing low quality and high latency of the rendered images. In VR, this not only harms the interaction experience but may also cause sickness. To tackle these problems toward six-degrees-of-freedom, egocentric, and stereo NeRF in VR, we present the first gaze-contingent 3D neural representation and view synthesis method. We incorporate the human psychophysics of visual- and stereo-acuity into an egocentric neural representation of 3D scenery. We then jointly optimize the latency/performance and visual quality while mutually bridging human perception and neural scene synthesis to achieve perceptually high-quality immersive interaction. We conducted both objective analysis and subjective studies to evaluate the effectiveness of our approach. We find that our method significantly reduces latency (up to 99% time reduction compared with NeRF) without loss of high-fidelity rendering (perceptually identical to full-resolution ground truth). The presented approach may serve as the first step toward future VR/AR systems that capture, teleport, and visualize remote environments in real-time. Nianchen Deng, Zhenyi He, Jiannan Ye, Budmonde Duinkharjav, Praneeth Chakravarthula, Xubo Yang, Qi Sun 0003 |
IEEE Trans. Vis. Comput. Graph. | 4 |