Physically-Based Rendering for VR

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(work-in-progress)

As per advantages of selecting ray-based rendering approach, they are more flexible than raster-based rendering and easy to setup for XR, and able to cast rays to arbitrary directions [1].

There is big chance of sample reuse between viewports (Figure 1). Moreover, not all rays contribute equally. Therefore less contribution rays could be omitted, focusing on more contribution rays. This leading us to the variable ray tracing.

nDisplay diagram
Figure 1. Image courtesy of Takahiro Harada.

References and Resources

[1] Takahiro Harada, Foveated Ray Tracing for VR on Multiple GPUs, GIGGRAPH Asia, 2014