Reducing specular geometric aliasing

  • Type :
    • VR
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Implementing our own VR Standard Shader

Physical-based rendering for virtual reality poses lots of challenges. Based on Alex Vlachos’ talk about advanced VR rendering, we implemented our own VR Standard Shader that reduces specular geometric aliasing.

High-frequency illumination effects, such as highly glossy highlights on curved surfaces, are challenging to render in a stable manner and cause strong flickering.

In this demo, we took the use case of high-end realistic rendering for automotive to show how specular aliasing can be stabilized.

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