Unity02: VR Rendering
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Tried to write some instructions from my side on top of the original NVidia Falcor documentation (v6.0, 7.0, and 8.0), as the original Falcor’s documentation often found old and many things has changed since. This post is equivalent to Falcor’s README doc.
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I have divided the instructions into three sections:
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(***Constantly upgrading this page at my free time. Some information you may find misleading, non-correct, or already obsolete)
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Path tracing
is one of the most popular algorithms under the Physically-Based Rendering (PBR) category. It is mainly a discrete light simulation that approximately imitates the continuous real-world light interaction using the approximate physics and calculus algorithm.
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the OBJ format, the MTL format was used and documented by Wavefront Technologies in the 1990s in association with its Advanced Visualizer software. Object files can be in ASCII format (.obj)
or binary format (.mod)
. Vertices are stored in a counter-clockwise
, and in object space (un-normalized).
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(this tutorial is work-in progress…)
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sudo lshw -C video
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This is a short tutorial about how to enable VRS feature for HMD using Unity3D. However, in the recent years (2025), many of the mentioned plugins and SDK might be deprecated. The interactions (eye gaze) has shifted to OpenXR. This tutorial is OpenVR-based
. Therefore, it might be better you start from OpenXR
.
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HTML, CSS
, and Javascript
.sample-git
, then your page name must be sample-git.github.io
, which later will generate url https://sample-git.github.io