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getting bigger and bigger, our

content becoming increasingly more

complicated and our rendering time

staying the same. We have already

seen what we could save on the CPU

side but sometimes fragment shaders

are the real bottleneck. Foveated

rendering is based on the physical

properties of the human eye where

only 1% of our eye (called the fovea),

is mapped to 50% of our visual

cortex.

Foveated rendering uses this property

to only render high resolution images

in the center of your view, allowing us

to render a low resolution version on

the edges.

For more information on foveated

rendering and eye tracking

applications, you can have a look at

Freddi Jeffries’ blog Eye Heart VR.

Stay tuned for a follow-up of this blog

on foveated rendering theory.

We then need to render four versions

of the same scene, two per eye, one

high, one low resolution. Multiview

makes this possible by sending only

one draw call for all four views.

Stereo Reflections

Reflections are a key factor for

achieving true immersion in VR,

however, as for everything in VR it

has to be in stereo. I won’t discuss

the details of real time stereo

reflections here, please see Roberto

Lopez Mendez’s article Combined

Reflections: Stereo Reflections in

VR for that. In short, this method

is based on the use of a secondary

camera rendering a mirrored version

of the scene. Multiview can help us

achieve the stereo reflection at little

more than the cost of a regular

reflection, thus making real time

reflections viable in mobile VR.

Conclusions

As we have seen throughout this

article, multiview is a game changer

for mobile VR as it allows us to unload

our applications and finally consider

the two similar views as one. Each

draw call we save is a new opportunity

for artists and content creators to add

more life to the scenes and improve

the overall VR experience.

If you are using your custom engine

and OpenGL ES 3.0 for your project,

you can already start working with

multiview on some ARM Mali based

devices, like the Samsung S6 and S7.

Multiview is also drawing increased

attention from industry leaders.

Oculus, starting from Mobile SDK 1.0.3,

is now directly supporting multiview on

Samsung Gear VR and if you are using

a commercial engine such as Unreal,

plans are in progress to support

multiview inside the rendering pipeline.

New-Tech Magazine Europe l 51