Lens distortion model for DirectX raytracing based rendering?
I'm interested in experimenting with VR rendering using DirectX raytracing where the Rift lens distortion could be directly corrected in the ray generation shader rather than rendering an undistorted image relying on the Oculus runtime to then warp the texture in a postprocess. Looking at the current SDK I don't see any way to have a layer that has no distortion correction applied by the runtime or any way to get the lens distortion model. I remember in the distant past both of these kind of existed (there were undistorted layers and a way to get a distortion mesh) but I can't find them in the current SDK docs (and I may be mis-remembering what was provided before). Are there any plans to provide SDK access to allow for this kind of pre-distorted ray traced rendering now that real time raytracing API and hardware support is on the horizon?2.1KViews0likes7Comments