16 votes
Accepted

How is VR different from a monitor

VR requires a much higher resolution and framerate, and a much lower latency (start of draw to showing on screen). If any of those things are missing then people tend to get nauseated. All of those ...
ratchet freak's user avatar
13 votes
Accepted

VR and frustum culling

It's pretty easy to create a single frustum that encloses both of the individual eye frusta, as shown in this diagram created by Cass Everitt at Oculus. You just have to place the vertex of this ...
Nathan Reed's user avatar
  • 24.7k
10 votes

How is VR different from a monitor

Macs are not gaming machines. They never have been. There was a time maybe 10-15 years ago when you could build a mid-tier gaming Mac, at significantly higher expense than a PC, but Macs have never ...
J...'s user avatar
  • 201
9 votes
Accepted

What methods/technologies to reduce required performance for virtual reality are there?

Avoid stereo when possible There was some research published recently measuring when users can or cannot tell whether the specular contribution, which is view point dependent, is different between ...
Julien Guertault's user avatar
9 votes

Cloud based VR would be the future?

As other people have mentioned, due to network latency issues, I think that full rendering on a cloud server and streaming video to a client device is unlikely to be workable. Even if the latency can ...
Nathan Reed's user avatar
  • 24.7k
7 votes

How is VR different from a monitor

A VR headset is a monitor in terms of connections that just requires special software, but the issue is more of software and the capabilities of Mac hardware. You are most likely referring to the ...
Smart0rd's user avatar
  • 171
7 votes

What methods/technologies to reduce required performance for virtual reality are there?

Alex Vlachos from Valve has had two great GDC talks about this: the one from 2015 the one from 2016 Other than that (and what you have linked yourself), there isn't much left to do than to simply ...
IneQuation's user avatar
6 votes
Accepted

What is the definition of "motion to photon" in VR?

Ideally, motion-to-photon latency is exactly what it says. It measures time from when the user physically makes a motion (say, begins to turn their head) to when the photons physically coming out of ...
Nathan Reed's user avatar
  • 24.7k
6 votes

VR and frustum culling

I've generalized Everitt's results if that's needed. As a bonus, a way to extract left0/right0 from the eyes perspective matrices: ...
v.oddou's user avatar
  • 623
5 votes
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Where do computer graphic engineers look for job ads?

There are several major Computer Graphics publications that have a jobs section. Try Siggraph for example. I'm pretty sure I saw a similar thing for Eurographics, but I can't find it right now. ...
Tare's user avatar
  • 1,541
5 votes

How is VR different from a monitor

A external monitor in most cases is only one viewport. Means you have a monoscopic image displayed. Having a HMD (Head-Mounted Display) like Oculus Rift requires you to render your virtual scene for ...
Dragonseel's user avatar
  • 1,810
5 votes
Accepted

VR stereo rendering with Instancing

While this MSDN page does claim that SV_RenderTargetArrayIndex can be written in a pixel shader, I believe this is incorrect. Viewport array index and RT array index values are both intended to be ...
Nathan Reed's user avatar
  • 24.7k
5 votes
Accepted

Can Frameless rendering reduce latency? And, can FPGA do 3D rendering instead of GPU?

First of all, the "frameless rendering" technique is in the context of raytracing, not rasterization. It's not obvious how it could be made to work effectively with rasterization, given that the basic ...
Nathan Reed's user avatar
  • 24.7k
5 votes
Accepted

Distributed parallel rendering in Gaming or VR rendering

You are essentially correct in assuming that it is technically feasible to distribute the rendering computation workload. It is, essentially, a computation workload like any other; possibly even ...
IneQuation's user avatar
4 votes

How can I intercept and filter all frames coming out of SteamVR?

So far, I've been able to attach to vrcompositor.exe with RenderDoc and intercept the D3D calls that do the composition. According to Baldur Karlsson (the author of ...
Dan Hulme's user avatar
  • 6,700
4 votes
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Instanced Stereo Rendering vs. Multiple Command Buffers

Yes, there are advantages. You can render different command buffers to different queues. Modern NVIDIA hardware, in particular, offers a full sixteen separate queues that are capable of rendering ...
Nicol Bolas's user avatar
  • 9,697
4 votes

VR and frustum culling

Be careful, using a single frustum for culling only works if the combined field of view of the eyes is less than 180 degrees. There are now VR headsets with a larger field of view around 200 degrees, ...
klausw's user avatar
  • 141
3 votes
Accepted

Real 3D interior room from 360 images

A website devoted to prescanned photogrammetry is :Quixel.com They did (at least some of) the assets for the version 5 unreal engine demo. I have gotten excellent results with software from Agisoft ...
pmw1234's user avatar
  • 3,030
3 votes

Cloud based VR would be the future?

Strictly speaking I think that the latency coming from transferring data over the network will not be low enough for VR. The device will need to send all the head tracking data and the user input over ...
Uri Popov's user avatar
  • 131
2 votes

What is "Scanline Racing"

The great thing is we can finally predict scan-line exact raster accuracy with no access to a per-scanline query: https://www.youtube.com/watch?v=OZ7Loh830Ec I have come up with the exact ...
Mark Rejhon's user avatar
2 votes

Cloud based VR would be the future?

I always feel gaming, particularly AAA gaming (e.g., FPS), is and will be the last application for cloud rendering, regardless being VR or not. VR simply makes the problem/requirement harder. ...
chen's user avatar
  • 121
2 votes

Where do computer graphic engineers look for job ads?

That's a tough one. This is going to be anecdotal evidence, but in the case of other graphics programmers I know and myself, each of us has a selection of companies we hold in high esteem based on ...
IneQuation's user avatar
1 vote

What stops the auto-generated 3D worlds of Google Earth Pro from being MUCH more detailed and accurate?

These views are generated using photogrammetry. Usually by vehicles that are colleting GPS data about the streets at the same time. As the data collection vehicle drives by it take multiple photo's ...
pmw1234's user avatar
  • 3,030
1 vote

Calculate the position and rotation of a quad in 3d space given a 2d projection of that quad from a camera

Hello Djgaven588 and welcome to the forums! This is not a computer graphics question, but a computer vision one. The answer to it is a little bit involved and I cannot make it justice on a forum post. ...
vgs's user avatar
  • 311
1 vote
Accepted

OpenGL Framebuffer with multiple Depthbuffers inside

FBOs can only use a single depth image, but that image can be layered. Broadly speaking, VR multi-eye rendering ought to be done through layered FBO images for both the color and depth buffers. The ...
Nicol Bolas's user avatar
  • 9,697
1 vote

Normal 2D photo to VR-compatible spherical photo

There are a few ways you can do it. Basically, you need to get your photo into a format that's suitable for using as an environment map. There are a number of such projections available. The most ...
user1118321's user avatar
  • 3,401
1 vote
Accepted

Using GPU in PC for GearVR

Since you're asking in this Stack Exchange, I assume you intend to build a VR app yourself that utilizes this scenario. While it is perfectly possible to utilize PC for rendering and stream the ...
IneQuation's user avatar

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