idea to improve image stability for low FPS
The simple idea to improve image stability for low FPS:
1) Enlarge texture for rendering (a little bit) if it is possible.
2) Use following rendering algorithm:
1. Get tracking state (Yaw, Pitch, Roll).
2. Render the scene to FOV texture(s) as usual (user’s application).
3. Get tracking state again (Yaw2, Pitch2, Roll2).
4. Calculate dYaw = Yaw2 - Yaw, dPitch = Pitch2 - Pitch, dRoll = Roll2 - Roll.
5. Calculate dX = D * tan( dYaw ), dY = D * tan( dPitch ), alpha = - dRoll (where D is FOV distance).
6. Use (dX, dY, alpha) for rendering part of FOV texture to Oculus screen or rotate FOV triangles by (dYaw, dPitch, dRoll).
For more details see this picture: http://imgur.com/smfGL7u
To my mind this simple idea can help to improve image stability for low FPS. Low FPS leads to lagging; rendered picture not corresponds to real head position after rendering scene to FOV texture. This algorithm required small changes in Oculus software.
1) Enlarge texture for rendering (a little bit) if it is possible.
2) Use following rendering algorithm:
1. Get tracking state (Yaw, Pitch, Roll).
2. Render the scene to FOV texture(s) as usual (user’s application).
3. Get tracking state again (Yaw2, Pitch2, Roll2).
4. Calculate dYaw = Yaw2 - Yaw, dPitch = Pitch2 - Pitch, dRoll = Roll2 - Roll.
5. Calculate dX = D * tan( dYaw ), dY = D * tan( dPitch ), alpha = - dRoll (where D is FOV distance).
6. Use (dX, dY, alpha) for rendering part of FOV texture to Oculus screen or rotate FOV triangles by (dYaw, dPitch, dRoll).
For more details see this picture: http://imgur.com/smfGL7u
To my mind this simple idea can help to improve image stability for low FPS. Low FPS leads to lagging; rendered picture not corresponds to real head position after rendering scene to FOV texture. This algorithm required small changes in Oculus software.
