- Vergence-accommodation conflict
- Vergence movements are closely connected to accommodation of the eye. Under normal conditions, changing the focus of the eyes to look at an object at a different distance will automatically cause vergence and accommodation, sometimes known as the accommodation-convergence reflex.
- Visual odometry
- Match moving
- VR in practice
- GPU-based rendering (almost) as usual (OpengGL, DirectX)
- Interface to VR hardware via OpenVR
- Rendering in VR
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ComputeFrame( k ) { DoProcessFrame( k ); // Compute animation, sound, LOD computation, simulations DoRenderFrame( k ); // Render reflection maps, clouds layers, LUTs, global shadow maps for( int j=0; j < numDisplays; j++ ) // numDisplays = 5 for a CAVE, 1 for HMD (RIFT, Vive) { DoProcessEye( k, j ); // Do frustum culling, compile draw command/indirect buffers DoRenderEyeCommon( k, j ); // Render eye-shared shadow maps, and distant geometry with no parallax for( int i=0; i < 2; i++ ) // stereo { DoRenderEye( k, j, i ); // Render regular geometry and postpro effects with parallax } } } |