Interesting that another person in the dev world acknowledges it without knowing the destination.
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Have a look at what Alex Vlachos has been working on for much of his career:
Code:[*]Motion Smoothing [*]Asynchronous Reprojection Scheduling & Running Start [*]Adaptive Quality [*]SteamVR Auto Resolution [*]Ghost Correction [*]Panel Masking [*]Edge Focal Blur [*]Dynamic Panel Masking [*]Hidden Area Mesh [*]Supersample Filtering [*]Multi-GPU Rendering Algorithms for 2 and 4 GPUs [*]Fixed Foveated Rendering [*]Radial Density Masking [*]Specular Antialiasing Using Roughness Filtered Mip Chains [*]Geometric Specular Antialiasing PATENTS: [*]U.S. Patent No. 10,311,540, "Radial density masking systems and methods" (VR rendering technology to increase performance by reducing the number of pixels rendered at the periphery) [*]U.S. Patent No. 10,297,077, "Hidden area stencil mesh rendering systems and methods" (SteamVR Hidden Area Mesh) [*]U.S. Patent No. 10,241,566, "Sensory feedback systems and methods for guiding users in virtual reality environments" (SteamVR Chaperone System) [*]U.S. Patent No. 7,145,564, "Method and apparatus for tessellation lighting" [*]U.S. Patent No. 6,940,503, "Method and apparatus for processing non-planar video graphics primitives," (Curved PN Triangles / N-Patches) PUBLICATIONS: [*]Graphics Section Editor, Game Programming Gems 4, Vlachos, 2004 [*]"Carving Static Shadows into Geometry", Game Programming Gems 4, Vlachos, 2004 [*]"Adjusting Real-Time Lighting for Shadow Volumes and Optimized Meshes", Game Programming Gems 4, Vlachos, Oat, 2004 [*]"Real-Time Motion Blur", ShaderX 2, Isidoro, Tatarchuk, Brennan, Vlachos, 2003 [*]"Computing Optimized Shadow Volumes", Game Programming Gems 3, Vlachos, Card, 2002 [*]"Solving Functions with Textures", Game Programming Gems 3, Vlachos, Isidoro, Oat, 2002 [*]"Rendering Ocean Water", ShaderX, Isidoro, Vlachos, Brennan, 2002 [*]"Rippling Reflective and Refractive Water", ShaderX, Vlachos, Isidoro, Oat, 2002 [*]"Texturing Terrain Using Pixel Shaders", ShaderX, Vlachos, 2002 [*]"UV Flipping Technique to Avoid Repetition", ShaderX, Vlachos, 2002 [*]"Smooth C2 Quaternion-Based Flythrough Paths", Game Programming Gems 2, Vlachos, Isidoro, 2001 [*]"Self-Shadowing Characters", Game Programming Gems 2, Vlachos, Gosselin, Mitchell, 2001 [*]"Approximating Fish Tank Refractions", Game Programming Gems 2, Vlachos, 2001 [*]"Rendering Print Resolution Screenshots", Game Programming Gems 2, Vlachos, Hart, 2001 [*]"Curved PN Triangles", 2001 ACM Symposium on Interactive 3D Graphics, Vlachos, Peters, Boyd, Mitchell, 2001 CurvedPNTriangles.pdf (3MB) [*]"Refraction Mapping for Liquids in Containers", Game Programming Gems, Vlachos, Mitchell, 2000 CONFERENCE PRESENTATIONS: [*]"Advanced VR Rendering Performance", Game Developers Conference 2016, Alex_Vlachos_Advanced_VR_Rendering_Performance_GDC2016.pdf (14.7 MB) Live video of presentation: http://www.gdcvault.com/play/1023522/Advanced-VR-Rendering [*]"Advanced VR Rendering", Game Developers Conference 2015, Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf (8.5 MB) Live video of presentation: http://www.gdcvault.com/play/1021771/Advanced-VR [*]"Water Flow in Portal 2", SIGGRAPH 2010, Vlachos-SIGGRAPH10-WaterFlow.pdf (6.3 MB) [*]"Rendering Wounds in Left 4 Dead 2", Game Developers Conference 2010, Vlachos-GDC10-Left4Dead2Wounds.pdf (4.3 MB) [*]"Post Processing in The Orange Box", Game Developers Conference 2008, Vlachos-GDC08-PostProcessingInTheOrangeBox.pdf (3 MB) [*]"Advanced OpenGL Techniques", Apple Worldwide Developers Conference (WWDC) 2003 [*]"Designing a Portable Shader Library for Current & Future API's", Game Developers Conference 2003 [*]"Advanced Visual Effects with Direct3D", Game Developers Conference 2003 [*]"Fur, Bumps, and Shadows", Game Developers Conference Europe 2002, London, England, Vlachos-GDCE02-FurBumpsShadows.pdf (4.9 MB) [*]"Designing a Shader Library for Current & Next Generation Hardware", Game Developers Conference 2002 [*]"Preparing Sushi: Graphics Engine for ATI's Demos", Game Developers Conference Europe 2001, London, England [*]"Curved PN Triangles", 2001 ACM Symposium on Interactive 3D Graphics, CurvedPNTriangles.pdf (3MB) [*]"Volume Textures and DirectX 8 N-Patches", Microsoft Meltdown Seattle 2000 [*]"DirectX 8 Higher-Order Surfaces", Game Developers Conference 2000 [*]"Using the Direct3D Pixel Pipeline to Evaluate Classical Lighting Equations", Microsoft Meltdown UK 1999, London, England
These are things SteamVR does best-in-class. He does graphics tech R&D, not art design. Valve is absolutely AAA when it comes to VR R&D, nobody puts more money into their VR R&D than valve currently. They're the industry leader in VR graphics tech.
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