10 ms·
It looks like it's essentially just a tessellation + vertex shader run on the entire scene. Say you have a lamp-post mesh in your scene. Rather than drawing pol
by jml7c5 6y ago
It looks like it's essentially just a tessellation + vertex shader run on the entire scene. Say you have a lamp-post mesh in your scene. Rather than drawing polygons with straight lines (normal), or drawing polygons with curved lines (difficult to accelerate on GPUs), you deform the lamp-post mesh to give the appearance of a curved image. The obvious issue is that you have to massively increase the polygon count to create a smooth surface.
If this is the case, I don't think it's a new idea.
It's unclear to me how the fovea enters into it.