Forum Discussion
Samuidayone
10 years agoHonored Guest
moire effect / interference pattern
Hi everyone, just a little insight to who's talking: I am working in 3D scanning, 3D printing and to a certain amount in 3D visualization. The goal is an Oculus simulation for a museum, which I ne...
jherico
10 years agoAdventurer
Part of the problem with moiré patterns is that conventional screen space effects that work on 2D applications (things like anti-aliasing of the scene texture before it's sent to the Oculus runtime) won't work.
The texture that's handed off to the runtime undergoes distortion. The distortion results in a 1:1 texture pixel to screen pixel ratio at the very center of the image (directly under the lens axis), but as you move away from the lens axis that ratio rapidly increases. Because of this, high frequency patterns that are anywhere but dead center on the screen will frequently result in moiré patterns.
I believe the SDK has (or had) a flag for specifying using a more costly, but higher quality sampling mechanism during distortion. Looks like it's currently exposed as `ovrLayerFlag_HighQuality`.
Unfortunately I know nothing about Unity or how to trip this flag there. You might have more luck in the Unity specific forum.
The texture that's handed off to the runtime undergoes distortion. The distortion results in a 1:1 texture pixel to screen pixel ratio at the very center of the image (directly under the lens axis), but as you move away from the lens axis that ratio rapidly increases. Because of this, high frequency patterns that are anywhere but dead center on the screen will frequently result in moiré patterns.
I believe the SDK has (or had) a flag for specifying using a more costly, but higher quality sampling mechanism during distortion. Looks like it's currently exposed as `ovrLayerFlag_HighQuality`.
Unfortunately I know nothing about Unity or how to trip this flag there. You might have more luck in the Unity specific forum.
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