Smart Rendering For Virtual Reality
An anonymous reader writes: Researchers from Intel have been working on new methods for improving the rendering speed for modern wide-angle head-mounted displays like the Oculus Rift and Google Cardboard. Their approach makes use of the fact that because of the relatively cheap and lightweight lenses the distortion astigmatism happens: only the center area can be perceived very sharp, while with increasing distance from it, the perception gets more and more blurred. So what happens if you don't spend the same amount of calculations and quality for all pixels? The blog entry gives hints to future rendering architectures and shows performance numbers.
instead of your head?
So it's reinventing quantum physics: it's fuzzy until you look at it more carefully. P.S. don't look at cats.
Table-ized A.I.
My eyes can still look around, Intel. Carmack mentioned the marginal benefits of this type of rendering optimization years ago. It's of very limited benefit if you are just rendering the center in high-def rather than where the eyes are actually looking.
According to the linked Wikipedia page:
An optical system with astigmatism is one where rays that propagate in two perpendicular planes have different focus.
What the article seems to be about, though, is the way images as viewed in a VR headset get blurrier as you move away from the center, seemingly equally in all directions.
systemd is Roko's Basilisk.
Apple will soon put a stop to their innovation! Hurray for patents!
http://www.acetonestudio.com
If there is a optical problem, why not solve it rather than trying to get software to (maybe) compensate and eat up battery life?
Just design aspheric lenses specifically for the headsets. Yes, the injection molds might be a bit more complex, but I believe these have to be CNC anyways. A bit more setup, but no production cost increase.
Regardless of lens quality, "foveated rendering" is useful for reducing rendering complexity of stuff in your peripheral vision you don't really see. But I think VR/AR Is hitting the wall with how good you can make LCD screens smashed up against your eyes look. Virtual Retina Displays seem MUCH sharper to me. Tried an Avegant Glyph awhile back and the detail was pretty great. It's super frustrating in Oculus to not be able to read text unless you move your head so that it's positioned in the center of the lens.
ralphbarbagallo.com
Isn't smart rendering of resolution density based on focal point proximity already technology that John Carmack said Oculus is developing as discussed at the 2014 Oculus Keynote when they debutted the VR Gear?
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