Multi-resolution shading: Difference between revisions
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Normally, an image on a screen, rendered by [[GPU]], is flat. Because the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it passes through the lenses and onto your eyes. Because of this, a significant percent of the flat image never makes to your eyes. Multi-res shading does not render the entire flat image. Instead it renders the distorted image directly, saving the processor from rendering a significant number of pixels. | Normally, an image on a screen, rendered by [[GPU]], is flat. Because the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it passes through the lenses and onto your eyes. Because of this, a significant percent of the flat image never makes to your eyes. Multi-res shading does not render the entire flat image. Instead it renders the distorted image directly, saving the processor from rendering a significant number of pixels. | ||
According to Nvidia engineer [[Tom Peterson]], multi-res shading can save about 50% of the pixel load. | Multi-res shading performs this function by diving the image into a grid with 9 viewpoints. Only the center viewpoint is rendered in full resolution. It renders the outer viewpoints at lower resolution because they merge and shrink during the distortion process. Multi-res shading improves the performance of the VR app by rendering fewer pixels. | ||
According to Nvidia engineer [[Tom Peterson]], multi-res shading can save about 50% of the pixel load.<ref>https://www.youtube.com/watch?v=88RnIVcvuRY</ref> | |||
==References== | ==References== |