Results for: tile-based
Reducing Rendering Work and Memory Operations in Stereoscopic Scenes – New Multiview Extensions for Vulkan
To render stereoscopic views in extended reality (XR) development, how do you treat each view differently and account for the difference in perspective? A common XR technique is to use multi-viewport...
https://developer.qualcomm.com/blog/reducing-rendering-work-and-memory-operations-stereoscopic-scenes-new-multiview-extensionsTags:
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 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-adreno