Improving VR with NVIDIA’s Foveated Rendering
NVIDIACited 4× on HN, 2017-2019
110K views · 10 years ago · demo · dated
A one-minute NVIDIA research demo of foveated rendering for VR using SMI eye tracking. It renders at full detail only where the eye is looking, matching the physiology of human vision.
Used as a visual example of how foveated rendering can cut the GPU power needed for VR.
5:24Near-Eye Light Field Displays
Douglas Lanman
89K views • 13 years ago
1:46NVIDIA RTX Real-Time Ray Tracing Tech Demo From Remedy Entertainment
NVIDIA GeForce
497K views • 8 years ago
1:34:57Oculus Connect Keynote: John Carmack
Meta VR
49K views • 12 years ago
3:57Facebook's Prototype VR Face Tracking Got Even Better
UploadVR
70K views • 7 years ago
59:20Rendering Tiny Glades With Entirely Too Much Ray Marching
Graphics Programming Conference
108K views • 1 year ago
43:13Erik Jansson - GPU driven Rendering with Mesh Shaders in Alan Wake 2
Digital Dragons
29K views • 2 years ago
1:10:00A Deep Dive into Nanite Virtualized Geometry
SIGGRAPH Advances in Real-Time Rendering
278K views • 5 years ago
27:27Faking RTX Global Illumination vs. RTX | 100% Ray-Traced Game, Pt 1
Gamers Nexus
260K views • 7 years ago
7:43Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]
Axiom Holographics
4.4M views • 15 years ago
2:59living with lag - an oculus rift experiment
umeaenergi
6.3M views • 12 years ago
5:05New Voxel Engine Reveal - Crystal Islands Experiment
John Lin
394K views • 5 years ago
4:47holoportation: virtual 3D teleportation in real-time (Microsoft Research)
I3D Past Projects
3.6M views • 10 years ago
2:15Real-Time In-Camera VFX for Next-Gen Filmmaking | Project Spotlight | Unreal Engine
Unreal Engine
1.1M views • 7 years ago
4:17AI Learns Noise Filtering For Photorealistic Videos | Two Minute Papers #215
Two Minute Papers
65K views • 8 years ago
40:45Exclusive: Metro Exodus Enhanced Edition Analysis - The First Triple-A Game Built Around Ray Tracing
Digital Foundry
915K views • 5 years ago
4:46Head Tracking for Desktop VR Displays using the WiiRemote
Johnny Lee
10.9M views • 18 years ago
4:45Sparse Voxel Octree (SVO) Demo by Jon Olick
Zelexi
191K views • 17 years ago
9:32Disney's Practical Guide to Path Tracing
Walt Disney Animation Studios
914K views • 10 years ago
8:34Enhancing Photorealism Enhancement
ISL and Collaborators
6.3M views • 5 years ago
13:46E3 12: John Carmack's VR Presentation
Gamereactor
30K views • 14 years ago
4 comments from Hacker News
Then you render with multiple cameras rotated around their centre, using the same techniques as cubemap rendering. With high field of view, rendering a single spherical view with homogeneous resolution would be inefficient for VR, not only due to the lack of hardware support (without noticeable artefacts or some subdivision scheme) and the created distortion, but also due to the foveated nature of human vision. You'd want a small view frustum rendered at a much higher pixel per angle blended with a lower resolution rendering of the entire field of view (optimally with a medium resolution view frustum surrounding the smaller one for a more progressive blending). See: ▶ this video With current GPUs and game engines, you need multiple cameras to achieve such effect, but it has the advantage of drastically lowering the computing demands for high-resolution VR graphics (compare 8k per eye, vs just two blended 1080p views). You could also ray trace a single view of non-homogeneous resolution that directly takes into account the distortion characteristics of the HMD lenses, but it would likely a lot less efficient than traditional rasterization with multiple blended cameras.
I was really happy to see eye tracking in this list as I consider that a "gateway technology" that opens up a variety of additional really cool features. The big one is probably foveated rendering [1] which both allows for a more natural look as well as (hopefully) more efficient visuals. 1 - ▶ this video
>And that power could be invested into more convincing graphics and lower latency. Fortunately, that problem is pretty close to being solved on a consumer level. A foveated rendering addon module for the Vive is expected to be shipping soon in China, by Q3 in North America [0]. For anyone unfamiliar with the term, foveated rendering means only rendering high-resolution images in your field of view. Basically, you don't see full detail across your entire field of view - only at the point where your eyes are focused. Everything outside that point can be rendered in lower resolution and you'd never notice the difference. It requires high-speed eye tracking to pull off, but it can greatly reduce the required horsepower to render a convincing VR environment [1]. [0] - link [1] - ▶ this video
Foveated rendering is going to be the most significant step towards making mobile VR viable, so this is very good news. I'm curious as to how they will handle eye tracking. I hope it uses capacitive lenses that can track your pupil bulges instead of unweildly and power hungry internal cameras + CV processing. This is what contrast-preserving foveated rendering looks like in VR: ▶ this video