By utilizing foveated tessellation of real - time graphics rendering , detail may be added and subtracted from a 3D mesh for regions of interest 480 and corresponding silhouette edges based on a variety of param eters , e.g. , camera distance , user attention , user eye move ment , or depth of field . Detail in the areas surrounding regions of interest 480 can be defined as transition regions 482 , and detail in these areas may be rendered such that the areas contain less detail than the areas of interest 480 but more detail than the peripheral regions 483.
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