# FovGI-1.0: Foveated screen space radiance caching for real-time global illumination
Ziling Chen, Lu Wang · 2026 · *Computational Visual Media*
[file](https://files.dgkn.uk/papers/2026-chen-fovgi-1-0-foveated-screen-space-radiance-caching.pdf) · [DOI](https://doi.org/10.26599/CVM.2026.9450506)
## Abstract
Real-time photorealistic rendering in virtual reality applications is challenging due to the requirements of high-quality visual perception, large display resolution with a wide field of view, and strict frame-rate constraints. Foveated rendering is an effective approach to address these issues by maintaining high quality in the foveal area while reducing quality in the periphery. Unlike traditional rasterization and ray tracing algorithms, the foveated mechanism cannot be directly integrated with a modern radiance-cache-based real-time global illumination pipeline, such as GI 1.0. We propose a real-time global illumination algorithm based on fovea-driven screen space radiance probes to adopt different caching and rendering strategies for different areas. By adaptively locating more screen probes in the foveal area, a higher rendering quality is achieved there. At the same time, only sparse probes need to be placed in the peripheral area, which leads to significant storage and computational savings. We further introduce a mipmapbased temporal probe reuse strategy with strict reuse in the foveal area, but coarse reuse in the peripheral area to improve performance. As a result, our FovGI1.0 is able to improve quality in the foveal area without perceived quality decrease in the peripheral area, delivering up to 1.31× the frame rates. We also conducted user studies to demonstrate that the perceived quality of our method has a high visual similarity to the ground truth rendered by using fullresolution probe placement.
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