Forum Discussion
Anonymous
12 years agoExecuting Barrel Warp by dependent texture lookup
I am currently working on the barrel warp part of Oculus integration and am trying to use dependent texture lookup instead of computing the distortion in the shader in realtime: 1) Encode the disto...
geekmaster
12 years agoProtege
It was reported that using a texture as a displacement map provided a 2.4x to 3.8x speedup over doing real-time per-pixel computations. GLSL shader source code was provided.
Shader optimization (with displacement map texture):
viewtopic.php?f=20&t=353
Lens distortion correction using displacement mapping:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17200&p=126095#p120358
And a bit about how displacement map textures can be faster than direct computation:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17200&p=126095#p120524
Plans to use this in low-power devices:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=15247&p=95673#p95673
There are a lot more posts discussing this in various threads here and at MTBS3D. Use the search functions to find more information.
Shader optimization (with displacement map texture):
viewtopic.php?f=20&t=353
Lens distortion correction using displacement mapping:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17200&p=126095#p120358
And a bit about how displacement map textures can be faster than direct computation:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=17200&p=126095#p120524
Plans to use this in low-power devices:
http://www.mtbs3d.com/phpBB/viewtopic.php?f=140&t=15247&p=95673#p95673
There are a lot more posts discussing this in various threads here and at MTBS3D. Use the search functions to find more information.
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