Improved Image Quality For HMDs Like Oculus Rift
An anonymous reader writes "The combination of smartphone panels with relatively cheap and light-weight lenses enabled affordable wide-angle Head Mounted Displays like the Oculus Rift. However, these optics introduce distortions when viewing the image through the HMD. So far these have been compensated for in software by using post-processing pixel shaders that warp the image. However, by doing so a loss in image quality (sharpness) can be perceived. Now researchers from Intel found a way around this error by using different sampling for rendering, therefore potentially increasing the image quality of all current and future HMDs with a wide field of view."
Rather than applying barrel distortion to the final raster image, the researchers warp the scene geometry during rasterization. However, it currently requires ray tracing so it's a bit computationally expensive. Note that a vertex transformation can be used (with tessellation used to enhance the approximation), but the results are of variable quality.
Oculus Rift is one of the greatest products ever, and Ima let you finish, but this is even better for multi-monitor gaming.
At least Oculus Rift had identified and addressed the problem of distortion, even though their solution loses image quality. Multi-monitor gaming has been garbage for a decade because everyone seems content with horrific distortion at large FOVs.
I know, it's all a matter of screen placement and eye positioning. That's dumb. I want a wrap-around image. I want to aim a projector at each of three walls and have the result make sense.
If you've tried Fisheye Quake, you know it's hell on your system, and still doesn't look great. If this technique is at all performance, everyone needs to start shipping with support, and they need to start yesterday.