Difference between revisions of "Foveated rendering"

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[[Foveated rendering]] is when an image is rendered with different [[resolution]]s. Some parts of the image would have higher resolution, while others would have lower. In [[virtual reality]], foveated rendering increases the resolution or sharpens the part of the image your eyes are focused on and reduces the resolution or blurs the other parts of the image. This process mimics how humans view the world in real life. Foveated rendering improves performance by saving the processor from rendering unnecessary pixels. While this technology is extremely useful, it requires the [[HMD]] to track the gaze of the user.
 
[[Foveated rendering]] is when an image is rendered with different [[resolution]]s. Some parts of the image would have higher resolution, while others would have lower. In [[virtual reality]], foveated rendering increases the resolution or sharpens the part of the image your eyes are focused on and reduces the resolution or blurs the other parts of the image. This process mimics how humans view the world in real life. Foveated rendering improves performance by saving the processor from rendering unnecessary pixels. While this technology is extremely useful, it requires the [[HMD]] to track the gaze of the user.
  

Revision as of 17:45, 4 January 2016

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Foveated rendering is when an image is rendered with different resolutions. Some parts of the image would have higher resolution, while others would have lower. In virtual reality, foveated rendering increases the resolution or sharpens the part of the image your eyes are focused on and reduces the resolution or blurs the other parts of the image. This process mimics how humans view the world in real life. Foveated rendering improves performance by saving the processor from rendering unnecessary pixels. While this technology is extremely useful, it requires the HMD to track the gaze of the user.

FOVE is the first HMD to utilize foveated rendering along with gaze tracking.