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dc.contributor.authorToth, Roberten_US
dc.contributor.authorNilsson, Jimen_US
dc.contributor.authorAkenine-Möller, Tomasen_US
dc.contributor.editorUlf Assarsson and Warren Hunten_US
dc.date.accessioned2016-06-17T14:08:32Z
dc.date.available2016-06-17T14:08:32Z
dc.date.issued2016en_US
dc.identifier.isbn978-3-03868-008-6en_US
dc.identifier.issn2079-8679en_US
dc.identifier.urihttp://dx.doi.org/10.2312/hpg.20161202en_US
dc.description.abstractVirtual reality is rapidly gaining popularity, and may soon become a common way of viewing 3D environments. While stereo rendering has been performed on consumer grade graphics processors for a while now, the new wave of virtual reality display devices have two properties that typical applications have not needed to consider before. Pixels no longer appear on regular grids and the displays subtend a wide field-of-view. In this paper, we evaluate several techniques designed to efficiently render for head-mounted displays with such properties. We show that the amount of rendered pixels can be reduced down to 36% without compromising visual fidelity compared to traditional rendering, by rendering multiple optimized sub-projections.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleComparison of Projection Methods for Rendering Virtual Realityen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on High Performance Graphicsen_US
dc.description.sectionheadersVR and GPU Computeen_US
dc.identifier.doi10.2312/hpg.20161202en_US
dc.identifier.pages163-171en_US


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