Results for: Jonathan Wicks
Using Super Resolution to Boost Resolution in Virtual Reality
Co-written by Sam Holmes
Virtual reality (VR) devices utilize high resolutions and framerates to create a sense of presence and immersion. Creating immersive content at these high resolutions and...
https://developer.qualcomm.com/blog/using-super-resolution-boost-resolution-virtual-realityA Virtual Boost in VR Rendering Performance with Synchronous Space Warp
Co-written by Jonathan Wicks and Sam Holmes
Rendering in VR demands that hardware and applications maintain very high frame rates. A typical PCVR (PC and VR) setup comprises a PC connected to a head-...
https://developer.qualcomm.com/blog/virtual-boost-vr-rendering-performance-synchronous-space-warpTags:
The Evolution of High Performance Foveated Rendering on Adreno
Co-written by Jonathan Wicks and Sam Holmes
Virtual reality (VR) headsets immerse users by bringing the screen directly to the user’s eyes as two separate displays, one for each eye.
Developers can...
https://developer.qualcomm.com/blog/evolution-high-performance-foveated-rendering-adrenoTags:
Improving VR Performance Using Motion Estimation OpenGL Extensions
Co-written by Jonathan Wicks and Sam Holmes XR presents many challenges, with its high framerate requirements, high resolution, and low latency, all within a small power and thermal budget. One...
https://developer.qualcomm.com/blog/improving-vr-performance-using-motion-estimation-opengl-extensions