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With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures:
With increasing demands of virtual reality (VR) applications, efficient VR rendering techniques are becoming essential. Because VR stereo rendering has increased computational costs to separately render views for the left and right eyes, to reduce the rendering cost in VR applications, we present a novel traversal order for tile-based mobile GPU architectures:
GFXBench T-Rex, Sponza, Crytek Sponza, and Hand are courtesy of Kishonti Ltd., Marko Dabrovic, Crytek, and the Utah 3D Animation Repository, respectively. We used the Crytek Sponza scene modified by Dario Scarpa to fill a missing texture. Sam Martin gave us useful comments. We would like to appreciate the reviewers for their valuable comments.
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