GMU:Critical VR Lab II - Lab Work/L.-E. Kuehr: Difference between revisions

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===Implementation===
===Implementation===
Depending on the resolution of the original image the amount of voxels that have to be rendered and updated can easily exceed the millions. Since the resolution of VR-headsets is still limited aroud 2k it is sufficient to rescale the input-image to about 1024*1024 = 1048576 pixels. This is still too much to render and update every voxel as an independent object in real-time. A solution to this is using instancing on the GPU and just passing the color and position of the instances as a buffer.
Depending on the resolution of the original image the amount of voxels that have to be rendered and updated can easily exceed the millions. Since the resolution of VR-headsets is still limited aroud 2k it is sufficient to rescale the input-image to about 1024*1024 = 1048576 pixels. This is still too much to render and update every voxel as an independent object in real-time. A solution to this is using instancing on the GPU and just passing the color and position of the instances as a buffer. When using direct instanced drawing in Unity the calculation of the bounds of the object is very important to support native-features like view-frustum-culling.
To calculate the position- and color-buffer in realtime a compute-shader is used that can easily compute millions of independent calculations in parallel per frame. Compute-Shader inputs can be changed at runtime enabling transitions between diffrent resolutions, mappings and positions.
To calculate the position- and color-buffer in realtime a compute-shader is used that can easily compute millions of independent calculations in parallel per frame. Compute-Shader inputs can be changed at runtime enabling transitions between diffrent resolutions, mappings and positions.