Results for: Virtual Reality (VR)
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-realityRunning Dynamic Spatial Audio Inside Earbuds – IDUN audio
What will it take for headphone audio to feel and sound like real-world audio?
The engineers at IDUN audio in Denmark have an answer: dynamic spatial audio. They’ve implemented an...
https://developer.qualcomm.com/blog/running-dynamic-spatial-audio-inside-earbuds-idun-audioTags:
Rock Paper Reality Creates Unique AR Experience with San Diego Padres
Play Ball!
Have you ever wondered what it would be like to visually experience what it’s like standing in the batter’s box at a Major League Baseball stadium?
This is exactly what the team at Rock...
https://developer.qualcomm.com/blog/rock-paper-reality-creates-unique-ar-experience-san-diego-padresTags:
Why Snapdragon Spaces is a big deal for AR Development
We believe that lightweight headworn AR glasses are poised to become the next evolution of the smartphone. They offer even more immersive experiences than 2D screens and will transition users from...
https://developer.qualcomm.com/blog/why-snapdragon-spaces-big-deal-ar-developmentTags:
Dreams of Sci-Fi: How the Ideas of Yesterday Become the Reality of Today
What do on-demand language translation, self-driving cars, and video calls have in common? They’re all examples of today’s ubiquitous technology that was once the figment of science fiction (sci-fi...
https://developer.qualcomm.com/blog/dreams-sci-fi-how-ideas-yesterday-become-reality-todayTags:
A 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:
AR and Snapdragon Spaces: From Theory to Practice
Augmented reality (AR) has evolved to the point where we think lightweight headworn AR glasses are poised to become the next evolution of the smartphone. This lets users view their surroundings...
https://developer.qualcomm.com/blog/ar-and-snapdragon-spaces-theory-practiceTags:
Snapdragon Spaces: An OpenXR Implementation for Developing Headworn AR Experiences
In our recent blog post, The Architecture of Snapdragon Spaces, we discussed the features and benefits of our Snapdragon Spaces XR Developer Platform for developing headworn AR experiences. We also...
https://developer.qualcomm.com/blog/snapdragon-spaces-openxr-implementation-developing-headworn-ar-experiencesTags:
Improving Foveated Rendering with the Fragment Density Map Offset Extension for Vulkan
Co-written by Jonathan Wicks and Sam Holmes
In The Evolution of High Performance Foveated Rendering on Adreno, we detailed how foveated rendering reduces the rendering workload in XR devices. We...
https://developer.qualcomm.com/blog/improving-foveated-rendering-fragment-density-map-offset-extension-vulkanTags:
The Architecture of Snapdragon Spaces
Augmented World Expo (AWE) recently covered the latest news and exciting updates in augmented reality (AR). A couple of weeks back we published an overview of our presentation, The Ticket to the...
https://developer.qualcomm.com/blog/architecture-snapdragon-spaces