VR Distortion Correction Using Vertex Displacement for Cardboard Apps - Google I/O 2016

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Lenses make VR possible. They allow us to look at a screen a few inches from our eyes, but feel like we're looking out across a vast virtual landscape. Unfortunately, they also warp our view of the virtual world, distortions that require expensive, per-pixel computations to correct. This talk describes a technique for performing these computations per vertex, removing the need for traditional full-screen render textures and massively improving mobile performance, which is particularly well suited to Cardboard VR apps.
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