Optimising for raycasting with the oculus
Heyup,
I want to open a discussion on modeling the physical characteristics of the Oculus device and the eyes for ray-tasting / ray-tracing / ray-marching.
1) Would a one-to-one representation of the device configuration be desirable, even feasible? e.g. Modeling the lens characteristics, its position from the eye (taking into account the eye relief mechanism, lens type), the position and size of the screen...
2) ignoring the technical limitations of eye tracking, would it be possible to modeling the actual eye itself. Pupil, cornea, iris, ... modeling ambient luminosity, focal distance, eye position and direction, even eye conditions, myopia, hyperopia, presbyopia.
3) what shortcuts and optimisations could be taken : I'm thinking a reverse barrel-distortion-type shader.
4) How best to represent the distortion to generate ray. Thinking displacement map / normal map type of offset computation. Then the rays for each fragment can be computed quickly.
5) problem : But how would you take into account chromatic aberrations?
Why would this be useful?
1) Ray tracing is all about realism. There may be some benefits modeling the real physical properties of a HMD device and eye accurately.
2) Removes the need for high-resolution frame buffers, even reduce the computations to only the visible pixels on the screen. Ray tracing scales with pixel count. The less rays required, the better the render time.
3) Relative simplification. All that is required is the physical properties of the device (screen, optics configuration, focusing mechanisms), physical properties of the eye (position, biological characteristics).
I want to open a discussion on modeling the physical characteristics of the Oculus device and the eyes for ray-tasting / ray-tracing / ray-marching.
1) Would a one-to-one representation of the device configuration be desirable, even feasible? e.g. Modeling the lens characteristics, its position from the eye (taking into account the eye relief mechanism, lens type), the position and size of the screen...
2) ignoring the technical limitations of eye tracking, would it be possible to modeling the actual eye itself. Pupil, cornea, iris, ... modeling ambient luminosity, focal distance, eye position and direction, even eye conditions, myopia, hyperopia, presbyopia.
3) what shortcuts and optimisations could be taken : I'm thinking a reverse barrel-distortion-type shader.
4) How best to represent the distortion to generate ray. Thinking displacement map / normal map type of offset computation. Then the rays for each fragment can be computed quickly.
5) problem : But how would you take into account chromatic aberrations?
Why would this be useful?
1) Ray tracing is all about realism. There may be some benefits modeling the real physical properties of a HMD device and eye accurately.
2) Removes the need for high-resolution frame buffers, even reduce the computations to only the visible pixels on the screen. Ray tracing scales with pixel count. The less rays required, the better the render time.
3) Relative simplification. All that is required is the physical properties of the device (screen, optics configuration, focusing mechanisms), physical properties of the eye (position, biological characteristics).
