Real-time foveated raytracer using an EyeX controller with the EyeX SDK to render parts of a scene in higher resolution; depending on where the observer is looking by tracking his/her gaze.
When developing a real-time raytracer, I ran into issues with my older video card no longer keeping up to speed. I optimized the raytracing to make use of foveated graphics by only rendering the part of the framebuffer (where the observer is looking) at high-resolution, thus only having to compute a fraction of the rays and taking most of the load off my graphics card.
For the most part implemented in C++ using DirectCompute.
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