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Stereo shading reprojection is a technique developed by [[Oculus]] to optimize [[virtual reality]] (VR) rendering. It achieves this by reprojecting rendered pixels from one eye to the other one, and the gaps are filled with an additional rendering pass. <ref name=”1”>Zang, J. and Green, S. (2017). Introducing stereo shading reprojection for Unity. Retrieved from https://developer.oculus.com/blog/introducing-stereo-shading-reprojection-for-unity/</ref>
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'''Stereo shading reprojection''' is a technique developed by [[Oculus]] to optimize [[virtual reality]] (VR) rendering. It achieves this by reprojecting rendered pixels from one eye to the other one, and the gaps are filled with an additional rendering pass. <ref name=”1”>Zang, J. and Green, S. (2017). Introducing stereo shading reprojection for Unity. Retrieved from https://developer.oculus.com/blog/introducing-stereo-shading-reprojection-for-unity/</ref>
According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>
According to Oculus, this technique has worked well in a Unity sample for scenes that are pixel shader heavy, saving up to 20% on GPU performance. <ref name=”1”></ref> <ref name=”2”>Lang, B. (2017). Oculus’ new ‘stereo shading reprojection’ brings big performance gains to certain VR scenes. Retrieved from https://www.roadtovr.com/oculus-new-stereo-shading-reprojection-brings-big-performance-gains-certain-vr-scenes/</ref>