a unity proj implement the reproject in vr
- using forward warpping to generate the target image from the original imgae
- using ray tracing to implement the hole filling step
just small modify the render order for adding the dx10 ray tracing shader,the ray tracing step not modify the render pipeline(e.g. srp)
- sample:some basic geos
- sponza:sponza with raytracing method
- sponza tradition:sponza with tradition rerender method
platform: gtx1060,i7-7700hq
render step | render consuming |
---|---|
forwardrendering and depth | 1.03ms |
reproject | 0.25ms |
hole filling with ray tracing | 1.74ms |
render step | render consuming |
---|---|
forwardrendering and depth | 1.03ms |
reproject | 0.11ms |
rerender hole filling | 0.65ms |
it's obvious that the reproject step reduce the time consuming of rerendering ,but the ray tracing step is not satisfying(i guess it's due to my hardware limit).