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Timewarp

227 bytes added, 03:32, 31 March 2015
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'''Timewarp''' also known as '''Time warping ''' is a technique in that warps the rendered image before sending it to the display to correct for the head movement occurred after the rendering<ref>https://www.oculus.com/blog/asynchronous-timewarp/</ref>. In [[VR]] that , Timewarp reduces [[latency]] and increases [[Frame rate]]<ref>https://www.youtube.com/watch?v=WvtEXMlQQtI</ref> This process, called Post-rendering 3D warping, takes the already rendered image, modify it with freshly collected rotational and positional information from your [[HMD]]'s sensors, then display it to your screen<ref>http://www.csbio.unc.edu/mcmillan/pubs/I3D97_Mark.pdf</ref>.
Without Time warping, your HMD would capture the data about the position of your head, render the image based on this data (correct angel etc.), then display the image when the next scene is due to be on screen. In a 60 fps game, a new scene is displayed once every 16.7 milliseconds. With this process, each image you see is based on the head-tracking data from almost 17 milliseconds ago.

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