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IDProjectCategoryView StatusDate SubmittedLast Update
0031694Open CASCADE[OCCT] OCCT:Visualizationpublic2020-07-30 11:262020-08-28 13:57
Reporterkgv 
Assigned Tokgv 
PrioritynormalSeverityfeature 
StatusnewResolutionopen 
PlatformOSOS Version
Product Version 
Target Version[OCCT] 7.6.0*Fixed in Version 
Summary0031694: Visualization, TKOpenGl - filter invisible peripheral areas while rendering in VR
DescriptionThere are common optimization tricks for VR rendering:
- Lenses make distance peripheral areas inaccessible to eyes, while viewer still renders them.
  Applying stencil test using pre-defined mask would give some performance boost (in case of slow fragment shader).
  [Upto 17% fill rate reduction]
- Lenses make close peripheral areas highly distorted to eyes compared to the area in a center.
  Rendering such areas with lower resolution can give a small boost, but very tricky.
- Rendering stereoscopic pair requires doubles render passes.
  It is theoretically possible using multi-view rendering techniques, but these over-complicate rendering and double framebuffer memory requirements (which are considerable for high-end VR headsets).
  The most reasonable optimization is re-using command buffers to reduce CPU occupation.

References:
http://media.steampowered.com/apps/valve/2016/Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf [^]
TagsNo tags attached.
Test case number
Attached Filespng file icon vr_lenses.png (620,905 bytes) 2020-07-30 11:28
png file icon vr_lenses_stencil.png (366,629 bytes) 2020-07-30 11:29

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- Issue History
Date Modified Username Field Change
2020-07-30 11:26 kgv New Issue
2020-07-30 11:26 kgv Assigned To => kgv
2020-07-30 11:27 kgv Relationship added child of 0029384
2020-07-30 11:28 kgv File Added: vr_lenses.png
2020-07-30 11:29 kgv File Added: vr_lenses_stencil.png
2020-07-30 11:31 kgv Description Updated View Revisions
2020-08-28 13:57 kgv Target Version 7.5.0 => 7.6.0*


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