3 posts
Consumer multimedia
Christian Pötzsch

The importance of fine-grained GPU preemption support for VR

In my blog post about single buffered strip rendering I talked about reducing latency by shortening the graphic pipeline length. In the second post I described one way of speeding up the barrel distortion render by moving the distortion transformation out of the fragment shader. Both methods increase

AR/VR
Christian Pötzsch

Speeding up GPU barrel distortion correction in mobile VR

In my last blog post I offered a solution to successfully reduce latency in VR by using single buffer strip rendering. I mentioned that the graphics requirements for VR are quite high because the GPU has to do a lot more work compared to a traditional mobile application.

Consumer multimedia
Christian Pötzsch

Reducing latency in mobile VR by using single buffered strip rendering

VR requires the support of many components in modern phones. This starts with the sensor for recording the motion of the head, the CPU driving the VR application (and everything else in the background), the GPU doing the work for the VR application and the calculations for creating

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