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033 - Rendering challenges of Virtual Reality with Dominic Eskofier from NVIDIA

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When? This feed was archived on December 08, 2022 09:20 (2y ago). Last successful fetch was on September 01, 2022 14:57 (2y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

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Manage episode 213179204 series 2400003
Content provided by Azad Balabanian & Petr Legkov, Azad Balabanian, and Petr Legkov. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Azad Balabanian & Petr Legkov, Azad Balabanian, and Petr Legkov or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
How does NVIDIA address rendering challenges for Virtual Reality

This week on ResearchVR we dig deep into the magic behind rendering of VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.

Topics

Here is a list of most prominent issues we've talked about:

  • differences for VR GPU pipeline
  • improvements in Maxwell & Pascal series of GPUs
  • KPIs of graphical performance for VR
  • Motion-to-photo latency
  • GPU memory importance for VR
  • VR Works - importance and implementation
  • spatial audio through optical raytracing
  • addressing lens distortion
  • asynchronous time warp
  • VR SLI
  • GP-GPU - general purpose GPU calculations
  • CPU vs GPU
  • Quadro GPUs
  • NVidia for 360 videos
  • light field displays
  • eyeray render
  • cloud computing
  • NVIDIAs haptics engine

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dominic for sharing his expertise with us and our listeners. Reach our guest at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

  continue reading

104 episodes

Artwork
iconShare
 

Archived series ("Inactive feed" status)

When? This feed was archived on December 08, 2022 09:20 (2y ago). Last successful fetch was on September 01, 2022 14:57 (2y ago)

Why? Inactive feed status. Our servers were unable to retrieve a valid podcast feed for a sustained period.

What now? You might be able to find a more up-to-date version using the search function. This series will no longer be checked for updates. If you believe this to be in error, please check if the publisher's feed link below is valid and contact support to request the feed be restored or if you have any other concerns about this.

Manage episode 213179204 series 2400003
Content provided by Azad Balabanian & Petr Legkov, Azad Balabanian, and Petr Legkov. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by Azad Balabanian & Petr Legkov, Azad Balabanian, and Petr Legkov or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://player.fm/legal.
How does NVIDIA address rendering challenges for Virtual Reality

This week on ResearchVR we dig deep into the magic behind rendering of VR - where and how can we save performance in extremely demanding virtual reality. We are happy to welcome again on our podcast Dominic Eskofier, NVIDIA's Manager for Europe and beyond.

Topics

Here is a list of most prominent issues we've talked about:

  • differences for VR GPU pipeline
  • improvements in Maxwell & Pascal series of GPUs
  • KPIs of graphical performance for VR
  • Motion-to-photo latency
  • GPU memory importance for VR
  • VR Works - importance and implementation
  • spatial audio through optical raytracing
  • addressing lens distortion
  • asynchronous time warp
  • VR SLI
  • GP-GPU - general purpose GPU calculations
  • CPU vs GPU
  • Quadro GPUs
  • NVidia for 360 videos
  • light field displays
  • eyeray render
  • cloud computing
  • NVIDIAs haptics engine

Links

How to subscribe and contact us

For more details tune in to another episode of ResearchVR! You can subscribe to our RSS Feed in the mp3 or acc format. We hope you learned something new and enjoyed listening.

Thanks to Dominic for sharing his expertise with us and our listeners. Reach our guest at:

Topic Suggestions, Guest Invites, and all other all feedback are helpful! Feel free to contact us under researchvrcast@gmail.com or via Twitter:

Rate us on Itunes and help spread the podcast that way!

  continue reading

104 episodes

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