The other (WAY better) option would be if the game would only render 1 eye per T1, T1’, T2, T2’ etc, like shows in your 120hz table. This will save a bit of GPU power (that would be needed for render distortion for the 2nd eye) but really it’s the game render that takes the most time by far so the saving will be relatively very little. The Pimax HMD driver could choose to only do the render distortion for 1 eye and forward only that one eye. So this implies that in all of the above T1, T1’, T2, T2’, the game will render both a left eye and a right eye image. SteamVR or the HMD driver takes these images and processes them to a format that’s suitable for viewing through a lens and forwards the images over HDMI.Game renders left and right eye image, like you’d see them on your monitor.txt files to.Like I explained before, you need to keep in mind that there are 2 render processes going on: txt2curv.sh: wrapper script to convert.sample_intensity_profiles.sh: wrapper script for generating staining intensity profiles.obj surface meshes to a freesurfer style mesh (.pial), which can be loaded into Freeview for visualisation nn_surface_indexing.mat: contains mesh decimation output.io_mesh.py: scripts from Surface Tools that help with loading.icbm_to_bigbrainsurf.sh: called by bigbrainwarp.icbm_to_bigbrain.sh: called by bigbrainwarp.fsaverage_to_bigbrain.sh: called by bigbrainwarp.evaluate_warp.sh: estimates accuracy of warp based on anatomical fiducials and region overlaps. demo_gitbased.sh: walkthrough of the toolbox utilities using the github installation.demo_dockerbased.sh: key examples of transformations using the docker installation.compile_profiles.py: collates and saves out intensities into profiles.bigbrainsurf_to_icbm.sh: called by bigbrainwarp.bigbrain_to_icbm.sh: called by bigbrainwarp.bigbrain_to_fsaverage.sh: called by bigbrainwarp.
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