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Multi-resolution shading

182 bytes added, 20:58, 30 June 2015
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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 the 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 In an HMD, users view the image through lenses in the HMD distorts that allow the users to focus and increase [[field of view]]. When viewed from lenses, a flat imageis greatly distorted. To counter this, there is the VR runtime software has to perform an extra process to "de-distort" or warp the image before it is passed through the lenses and onto your eyes. Because of thiswarp process, a significant percent the edges of the flat image never makes to your eyesare compressed and have fewer pixels. Multi-res shading does not render the entire flat image. Instead , it renders the distorted warped 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.

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