Difference between revisions of "Multi-resolution shading"

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[[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] rendering [[technology]] part of the [[Nvidia]]'s [[GameWorks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. It will not render the parts of the image that the user will not see due to the distortion. Multi-res shading improves performance without sacrificing image quality.  
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[[Multi-resolution shading]] or '''multi-res shading''' is a [[VR]] rendering [[technology]] part of the [[Nvidia]]'s [[GameWorks VR]]. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the [[HMD]]. The center of image, an area unaffected the distortion, is rendered at high resolution than the edges of the image, where distortion occurs. Multi-res shading improves performance without sacrificing image quality.  
  
 
Normally, an image on a screen, rendered by [[GPU]], is flat. When the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it is passed 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. When the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it is passed 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.  

Revision as of 20:45, 30 June 2015

Multi-resolution shading or multi-res shading is a VR rendering technology part of the Nvidia's GameWorks VR. In multi-res shading, the rendering accounts for the distortion caused by the lenses of the HMD. The center of image, an area unaffected the distortion, is rendered at high resolution than the edges of the image, where distortion occurs. Multi-res shading improves performance without sacrificing image quality.

Normally, an image on a screen, rendered by GPU, is flat. When the lenses in the HMD distorts the flat image, there is an extra process to "de-distort" the image before it is passed 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.

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.[1]

References

  1. https://www.youtube.com/watch?v=88RnIVcvuRY