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Cone Marching in VR: Developing a Fractal Experience at 90fps
Extending common algorithms for rendering fractals is not a trivial task for virtual reality applications, considering the main requirement of rendering the scene at twice a higher framerate than usual. This talk presents an approach for developing a fractal explorer, and design decisions along the process. This includes cone marching, evaluating fractal collisions in GPU, fixed foveated rendering and a set of tricks for optimizing the shading evaluation of each fractal. A specific type of stereo reprojection and its problems and potential benefits will be discussed, along with some discussion on the interaction model implemented for the experience.
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