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Lecture 21: Virtual Reality (23)
Neel-Sen

I'm curious to know how the shift towards VR displays required a 360 degree field of view has complicated or otherwise advanced the requirements to provide an immersive experience, especially with regards to head orientation synchronization

ShaamerKumar

In a camera when we take a photo the rays are projected onto the microlens. For this case, is the idea to have some sort of 360 degree camera following a similar pattern?

jacklishufan

While in principle you need a 360 FOV, in practice we don't actually need to render a 360 panoptic image because human eyes do not have 360 fov. Moreover, human eyes only have high resolution at a small area on retina, so some recent device tracks the movement of human eyeballs and only render high resolution image at focal area to save compute

kkoujah

In fact, not only do human eyes not have a 360-degree field of view, but we also have a very limited depth of field. This means that we can only see objects clearly within a certain range of distances, while everything else appears blurry. To simulate this in virtual environments, some VR headsets use techniques such as foveated rendering, which tracks the movement of the user's eyes and only renders high-resolution graphics in the area that they are looking at. This can significantly reduce the computational resources needed to render a scene, making it possible to achieve higher framerates and more realistic graphics.

starptr

Are there commercial VR headsets that use this optimization? As far as I know there's currently no hardware in commercial headsets that tracks eye movement so this optimization can't be used :(

ld184

for rendered view synchronized to head orientation, there are techniques to asynchronously render the camera view and the actual game, making low FPS appear a lot smoother and a lot less jarring.

orenazad

@starptr

I'm pretty sure PSVR2 has foveated rendering and has it actually implemented to great success in at least a couple games.

This is a cool video by Digital Foundry (a great channel that creates high quality and in-depth graphical review of games and covers news and technologies in this field) which covers PSVR2 and shows examples of foveated rendering.

https://youtu.be/COjDjIfWYmo?t=590

The linked timestamp shows a splitscreen screenshot with foveated rendering in action. This can lead to a massive increase in performance for something that isn't even noticeable! I think the Vive Pro Eye has eye tracking as well but Im not sure if its actually used for rendering?

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