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Stereo Shading Reprojection: Difference between revisions

Created page with "==Introduction== Stereo shading reprojection is a technique developed by Oculus to optimize virtual reality (VR) rendering. It achieves this by reprojecting rendered p..."
 
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According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>
According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>


Usually, virtual reality apps render the scene twice - one for each eye. Since the two images normally look similar, the Oculus researchers thought of sharing some pixel rendering work between both eyes. Stereo shading reprojection makes this possible, making pixel sharing a reality. <ref name=”1”></ref>
Usually, virtual reality apps render the scene twice - one for each eye. Since the two images normally look similar, the Oculus researchers thought of sharing some pixel rendering work between both eyes. Stereo shading reprojection is a technique that makes this possible. <ref name=”1”></ref>


Stereo shading reprojection is easy to add to Unity-based projects and could also be integrated with Unreal or other engines. This technology comes after the introduction, in 2016, of Asynchronous Spacewarp, also developed by Oculus. This was also a rendering technology that permitted the company to establish lower minimum specifications for the [[Oculus Rift]]. <ref name=”1”></ref> <ref name=”2”></ref>
Stereo shading reprojection is easy to add to Unity-based projects and could also be integrated with Unreal or other engines. This technology comes after the introduction, in 2016, of Asynchronous Spacewarp, also developed by Oculus. This was also a rendering technology that permitted the company to establish lower minimum specifications for the [[Oculus Rift]]. <ref name=”1”></ref> <ref name=”2”></ref>
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==References==
==References==
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