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Using astigmatism in wide angle HMDs to improve rendering.

, , , and . VR, page 263-264. IEEE Computer Society, (2015)

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Improved pre-warping for wide angle, head mounted displays., , and . VRST, page 259-262. ACM, (2013)Concept for using eye tracking in a head-mounted display to adapt rendering to the user's current visual field., , , and . VRST, page 323-324. ACM, (2016)Personalized Personal Spaces for Virtual Reality., and . VR, page 1128-1129. IEEE, (2019)Concept for Rendering Optimizations for Full Human Field of View HMDs., , and . VR, page 663-664. IEEE Computer Society, (2018)The Next Generation of In-home Streaming: Light Fields, 5K, 10 GbE, and Foveated Compression., , , , , , and . FedCSIS, page 663-667. (2017)See what I see: Concepts to improve the social acceptance of HMDs., and . VR, page 267-268. IEEE Computer Society, (2016)Combining Eye Tracking with Optimizations for Lens Astigmatism in Modern Wide-Angle HMDs, , and . Proc. IEEE Virtual Reality (VR), page 269-270. (2016)Realtime Ray Tracing for Current and Future Games., , , , and . GI Jahrestagung (1), volume P-50 of LNI, page 149-153. GI, (2004)Using astigmatism in wide angle HMDs to improve rendering., , , and . VR, page 263-264. IEEE Computer Society, (2015)Concept for content-aware, automatic shifting for spherical panoramas., and . VRST, page 321. ACM, (2016)