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[[File:Stereo shading reprojection edge ghosting.png|thumb|Figure 2. Edge ghosting. (Image: Oculus)]]
[[File:Stereo shading reprojection edge ghosting.png|thumb|Figure 2. Edge ghosting. (Image: Oculus)]]
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When it comes to computational resources, virtual reality has high requirements and is very hard on graphics cards. Indeed, an expensive high-end graphics card is a requirement for most PC VR applications. This has motivated the VR industry to research and develop new techniques that can reduce the load on a GPU and improve its performance, therefore making VR rendering more efficient. Increased efficiency means that the minimum requirements for VR applications are reduced, making virtual reality available to more people. <ref name=”2”></ref><ref name=”3”>Hills-Duty, R. (2017). Oculus introduce new rendering technology for performance gains. Retrieved from https://www.vrfocus.com/2017/08/oculus-introduce-new-rendering-technology-for-performance-gains/</ref>
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Virtual reality has high computational requirements and is very hard on graphics cards. An high-end graphics card is a requirement for most PC VR applications. Increased efficiency is desirable. It means that the minimum requirements for VR applications are reduced, making virtual reality available to more people. <ref name=”2”></ref><ref name=”3”>Hills-Duty, R. (2017). Oculus introduce new rendering technology for performance gains. Retrieved from https://www.vrfocus.com/2017/08/oculus-introduce-new-rendering-technology-for-performance-gains/</ref>
The idea behind Oculus stereo shading reprojection is simple: it uses similarities between the perspective view of each eye to lessen redundant rendering work. Normally for VR apps the images are rendered twice, one for each eye. With stereo shading reprojection, pixels are “rendered once, then reprojected to the other eye, to share the rendering cost over both eyes.” <ref name=”2”></ref><ref name=”3”></ref>
The idea behind Oculus stereo shading reprojection is simple: it uses similarities between the perspective view of each eye to lessen redundant rendering work. Normally for VR apps the images are rendered twice, one for each eye. With stereo shading reprojection, pixels are “rendered once, then reprojected to the other eye, to share the rendering cost over both eyes.” <ref name=”2”></ref><ref name=”3”></ref>