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Dynamic Foveated Rendering implementation with Unity, C# and Cg/HLSL for HTC Vive Pro Eye

This implementation is part of my master's thesis to investigate the performance-gain of dynamic foveated rendering technique for virtual reality applications. Based on the user’s gaze point this method applies high-quality rendering only to the fovea area and low-quality to the peripheral region.

Demo showing the high-resolution foveal region following the user's gaze and head movement.

The highlighted circular region shows the foveal region with high-resolution.

The highlighted circular region shows the foveal region with high-resolution.