nishi product wiki / research / perceptual efficiency · ocean: /wiki/research
Render only what the brain will see
Compiled 2026-08-01 · product research brief · feeds perceptual-renderer (media-companion family) · forks off research_rtrender, research_voxelrender
Evidence labels used in this brief
| Label | Meaning |
|---|---|
| SHIPPING | In a product a customer can buy today. |
| RESEARCH | Peer-reviewed or preprint result; not a shipped product. |
| VENDOR | Manufacturer or marketing claim, not independently benchmarked. |
| OURS | An in-ecosystem measurement or design decision of ours. |
1. Spatial asymmetry — foveation
Visual acuity falls off sharply away from the point of gaze, so peripheral pixels are computed at a fidelity the eye cannot resolve. This is the best-developed of the three asymmetries and it is already shipping.
| Claim | Label | Source |
|---|---|---|
| VR-Splatting renders the periphery as cheap smooth 3D Gaussians and the fovea as expensive neural points with a CNN, hitting 90 Hz at 2016×2240 px per eye on a single RTX 4090. Frame budget is 11.1 ms; measured total 10.9 ms (peripheral splatting 4.9, foveal neural points 3.5, CNN 1.6, blending 0.5, tonemap 0.4). In a 12-subject study ~76% preferred it over the VR-GS baseline (p < 0.005). | RESEARCH | Franke, Fink & Stamminger, “VR-Splatting: Foveated Radiance Field Rendering via 3D Gaussian Splatting and Neural Points”, I3D 2025 / PACMCGIT 8(1), May 2025. arXiv:2410.17932 · doi:10.1145/3728302 |
| The gaze-tracking overhead can eat the rendering savings. A3FR states the problem directly — “the computational overhead of the gaze tracking process itself can sometimes outweigh the rendering savings” — and fixes it by running the gaze DNN in parallel with rendering rather than before it. Reported: “up to 2×” end-to-end latency reduction. See the correction below on what that 2× is measured against. | RESEARCH | Xin, Wang & Zhang, “A3FR: Agile 3D Gaussian Splatting with Incremental Gaze Tracked Foveated Rendering in VR”, ICS '25, June 2025. arXiv:2507.04147 · doi:10.1145/3721145.3735112 |
| Eye-tracked foveated rendering ships today. Meta reports GPU savings of 33–45% for eye-tracked foveated rendering vs 26–36% for fixed foveation at default resolution, rising to 36–52% at 1.5× resolution. Measured end-to-end eye-tracking pipeline latency in their UE4 test app: 46–57 ms. | SHIPPING VENDOR | Meta Horizon developer blog, “Save GPU with Eye Tracked Foveated Rendering”, 2023-02-15. link |
| FovealNet attacks the same tracking-overhead problem from the model side: event-based cropping discards >64.8% of irrelevant input pixels for ≥1.42× gaze-tracking speedup and ~13% system improvement with no accuracy loss. | RESEARCH | Liu, Duinkharjav, Sun & Zhang, IEEE TVCG, May 2025, doi:10.1109/TVCG.2025.3549577. arXiv:2412.10456 |
How wide is the high-acuity region, really?
The conversation used “about 1°.” The literature does not converge on a single number, because different fields draw the boundary in different places. A foveated-rendering survey puts the highest-acuity foveal region at ~2.5° of the visual field while noting that visual-cognition work often uses 0–0.5°/1° and other definitions run out to 10°; the survey states plainly that these boundaries are “not defined uniformly across various disciplines.” RESEARCH (Jabbireddy, Sun, Meng & Varshney, “Foveated Rendering: Motivation, Taxonomy, and Research Directions”, arXiv:2205.04529, 2022.) Use ~2.5° with the definitional caveat, not a bare 1°. The engineering conclusion is unchanged either way: the high-acuity region is a low-single-digit-degree patch of a >100° field.
2. Temporal asymmetry — event-driven
Conventional cameras and conventional renderers both work in whole frames at a fixed rate. Event sensors abandoned that on the input side a long time ago. The output side largely has not.
| Claim | Label | Source |
|---|---|---|
| The first practical event camera (DVS128) is characterised in its own title: 128×128, 120 dB dynamic range, 15 µs latency, asynchronous temporal contrast — a measured, fabricated, peer-reviewed silicon result, not a marketing figure. Power ~23 mW. | RESEARCH | Lichtsteiner, Posch & Delbruck, IEEE J. Solid-State Circuits 43(2):566–576, Feb 2008. |
| Survey comparison of event vs frame cameras: latency <0.1 ms vs ~10 ms, dynamic range >120 dB vs ~60 dB, pixel bandwidth “on the order of kHz”, low power. | RESEARCH | Gallego et al., “Event-based Vision: A Survey”, IEEE TPAMI 44(1):154–180 (arXiv 2019, journal 2022). arXiv:1904.08405 |
| Modern commercial parts: Sony/Prophesee IMX636 — DR >86 dB (5 lux–100 klux) or >120 dB (80 mlux–100 klux), pixel latency <1000 µs at 5 lux, 5 mW standby / 205 mW max. GenX320 — DR >140 dB, latency <150 µs at 1k lux, down to 36 µW in low-power mode. Note the illumination dependence: microsecond latency is a bright-light figure, not a flat guarantee. | VENDOR | Prophesee product datasheets: IMX636, GenX320 |
| Event-driven Gaussian splatting for high-speed egomotion is real and active. Event3DGS reports +3 dB reconstruction quality and a 95% reduction in computational cost versus prior event-based dense 3D reconstruction, on synthetic and real high-speed egomotion data. | RESEARCH | Xiong et al., “Event3DGS: Event-Based 3D Gaussian Splatting for High-Speed Robot Egomotion”, CoRL 2024. arXiv:2406.02972. Siblings: E-4DGS (ACM MM 2025, arXiv:2508.09912), EventSplat (arXiv:2412.07293, preprint). |
Where the gap is. The input side of event-driven vision is a mature, commercially available technology with peer-reviewed silicon behind it. We could not find an equivalent output-side result: a renderer whose cost scales with change rather than with pixel count. That asymmetry — mature sensing, immature rendering — is the opening this product aims at. See the UNVERIFIED section: absence of evidence here is not proof of absence.
3. Perceptual asymmetry — the gaps
The third asymmetry is the least exploited and the cheapest to exploit, because it requires no new sensor: there are windows in which the visual system's sensitivity is strongly reduced, and pixels rendered into those windows are computed and then discarded by the viewer.
| Claim | Label | Source |
|---|---|---|
| Saccadic suppression is real, centrally controlled, and outlasts the movement: “saccadic suppression is controlled centrally, and typically lasts for >100 ms even for saccadic movements of ~50 ms”. Suppression begins tens of ms before saccade onset and persists after it ends. | RESEARCH | Crevecoeur & Kording, “Saccadic suppression as a perceptual consequence of efficient sensorimotor estimation”, eLife, 2017-05-02. link |
| Typical saccade duration 20–40 ms for ~2° saccades, longer for larger amplitudes (the “main sequence” relation). | RESEARCH | Bahill, Clark & Stark, “The main sequence, a tool for studying human eye movements”, Mathematical Biosciences, 1975. |
| Saccade rate in natural viewing: ~2–3 per second, i.e. roughly 120–180 per minute. | RESEARCH | Standard oculomotor literature; see the survey context in Crevecoeur & Kording 2017 above. |
(1) “Functionally blind during saccades” is too strong. The primary source is explicit that sensory feedback “must be strongly reduced, but not completely suppressed, as observed experimentally.” It is a large reduction in contrast sensitivity and response gain, not a blackout. A renderer that emits nothing at all during a saccade is therefore a claim requiring measurement, not a free lunch — which is exactly why the experiment below has to be run rather than assumed.
(2) “Dozens of saccades per minute” understates the rate by roughly 3–6×. The real figure, ~120–180/min, makes the opportunity larger than the conversation claimed. Note the asymmetry in how these two errors cut: one overstated the effect per event, the other understated how often the event occurs.
4. The contested claim, handled honestly
The claim: “roughly 90% of the input to V1 is feedback from higher areas, not from the eye.” This is widely repeated. It conflates two distinct real findings and, as stated, it is wrong.
Finding 1 (about the thalamus, not V1): only ~5–10% of synaptic input onto LGN relay cells comes from the retina; the majority is corticothalamic feedback and brainstem modulation. Sherman & Guillery, PNAS 95:7121–7126, 1998-06-09; Van Horn, Erisir & Sherman, J. Comp. Neurol. 416:509–520, 2000.
Finding 2 (about V1 layer 4): “the major drive to the cat's visual cortex comes from a projection that forms a mere 5% of the excitatory synapses in layer 4.” Binzegger, Douglas & Martin, “A Quantitative Map of the Circuit of Cat Primary Visual Cortex”, J. Neurosci. 24(39):8441–8453, 2004. link
Why the popular version is wrong: the remaining ~95% is not mostly top-down feedback from V2/V4/MT. The same paper attributes ~34% of all excitatory synapses in area 17 to local self-innervation within the cortical layers, and the whole feedforward thalamo-recipient loop to only ~21%. Descending feedback from extrastriate cortex is a real but separate and smaller category (see Markov, Kennedy et al., J. Comp. Neurol., 2014).
The defensible statement: feedforward retinal/thalamic input is a small minority (~5–10%) of the synapses in V1's main thalamorecipient layer — but most of the remainder is local intracortical processing, not top-down feedback from higher visual areas.
Does the product thesis survive? Yes, and it should be restated more carefully. The engineering-relevant fact was never “the brain is 90% top-down.” It is that the sensory stream entering cortex is a small fraction of the computation the visual system performs, and the visual system reconstructs a stable percept from it rather than transporting a frame. Foveation, saccadic suppression and change blindness are all directly measured perceptual facts and none of them depend on the 90% figure. We keep the corrected anatomy and drop the slogan.
Predictive coding: a framework, not settled science
The canonical citations are Rao & Ballard, Nature Neuroscience 2:79–87, 1999 (a computational model that reproduced extra-classical receptive-field effects such as endstopping) and Friston, Nat. Rev. Neurosci. 11(2):127–138, 2010. RESEARCH But current reviews are explicit that “varied definitions and inconsistent empirical evidence have raised questions about its validity and explanatory scope” (Furutachi & Hofer, Annu. Rev. Neurosci. 49:471–494, 2026; see also the 2023 empirical-status review in Neurosci. Biobehav. Rev. 155:105459). Predictive coding is best described as an ongoing research programme, not a confirmed mechanism. This brief uses it as an analogy that motivates an experiment, and the experiment does not depend on it being true.
The 20-watt figure
The brain consumes ~20% of the body's resting caloric budget at ~2% of body mass (Raichle & Gusnard, “Appraising the brain's energy budget”, PNAS 99(16):10237–10239, 2002). RESEARCH “20 watts” is a derived conversion, not a figure printed in the primary source: it assumes a ~100 W whole-body basal rate. Accurate as an approximation; label it as one.
5. The product
| Element | Commitment |
|---|---|
| Outcome (catalog row) | media-companion → perceptual-renderer — a renderer whose cost scales with perceivable change. Governance inherited: no-overclaim (a perceptual-equivalence claim must be measured, never asserted). |
| Customer-visible metric | Joules per perceptually-indistinguishable second — energy per second of rendering that a viewer cannot reliably distinguish from a conventional reference, on the same scene and hardware. Falsifiable by an outsider with a power meter and a forced-choice study. |
| Why this metric | Frames per second rewards computing pixels nobody sees. Energy per indistinguishable second only rewards work that survives to awareness. It is also the brain's own figure of merit. |
| Falsification condition | If, at matched perceptual indistinguishability, the saccade-gated event renderer does not beat a conventional renderer on joules per second on the same scene and hardware, the thesis is wrong and the rung is abandoned. Two specific ways it can fail: gaze-tracking energy and latency exceed the savings (the A3FR problem, measured and real), and suppression is partial rather than total so aggressive gating becomes visible. |
| Rig | An eye-tracked headset, a Gaussian-splatting pipeline, a power meter. OURS Both rendering halves already exist in our corpus — see the forks-off table. |
| Second harvest | Event cameras in, event rendering out: the same architecture serves the robot lane in both directions. A machine that computes only when the world changes idles near zero. |
6. Declared UNVERIFIED
Listed rather than omitted. A brief with no declared gaps is a brief whose author did not look for them.
| # | Gap |
|---|---|
| 1 | “Nobody publishes joules per perceptually-indistinguishable second.” This is a negative claim and we have not established it. We found no such metric in the foveated-rendering literature we surveyed, but we did not run a systematic search of power-measurement studies in VR. Treat as an unproven negative — it is the single most load-bearing unverified statement in this brief, because the product's novelty claim rests on it. |
| 2 | No output-side event renderer found. Same caveat as above: we did not find a renderer whose cost scales with change, but absence of a find is not proof of absence. |
| 3 | The “under $2k” rig cost from the originating conversation is unpriced. We have not costed an eye-tracked headset plus a power meter at 2026 prices. Do not repeat the figure until quoted. |
| 4 | Suppression thresholds are not engineering parameters yet. The literature gives durations and the fact of reduced sensitivity; it does not give us the contrast/spatial-frequency thresholds needed to decide what may safely be skipped mid-saccade. This must be measured on our own pipeline. |
| 5 | VR-Splatting's “1.45× vs the fastest related approach” is unconfirmed as to which baseline it names. The 90 Hz / 2016×2240 / RTX 4090 figures are solid; this comparative one was not verified against the paper's table. |
| 6 | Event-camera power comparison table not read directly. Per-sensor mW figures (DVS128 23 mW etc.) come from a secondary paraphrase of the Gallego survey; only the DVS128 title figures are primary. Independently plausible, not independently read. |
| 7 | PSVR2, Varjo and NVIDIA VRSS figures were deliberately excluded from the claims tables as vendor marketing or secondhand conference reporting. They are not evidence at this brief's bar. |
| 8 | Change blindness and inattentional blindness are asserted, not sourced here. The originating conversation invoked them; we source only saccadic suppression. They need their own claims before they can carry design weight. |
| 9 | The originating conversation is not fully captured. Its share link could not be machine-read, so this brief is built from the portion available plus fresh source-checking. Earlier turns may contain claims not represented here. |
Forks off
| Parent | What was inherited |
|---|---|
| research_rtrender — Real-time rendering and GPU graphics architecture | The 3D Gaussian splatting axis and the neural-rendering-in-the-pipeline framing that both VR-Splatting and Event3DGS build on; the discipline of labelling each rendering claim by evidence class. |
| research_voxelrender — Real-time rendering on a constrained stack | The constrained-stack posture: what to do when you cannot spend your way out with hardware — which is the same posture that makes deleting work more attractive than accelerating it. |
| research_standard — The brief standard | The claims-table skeleton and the authored-once rule this page follows. |
What this brief fed: the perceptual-renderer product row in the media-companion family, and the shared event-architecture argument for the robot lane. What it is the first of: the product-research river at /product/research.