Fixated CenterFixated Left Fig. 1. The centers of rotation and projection of the eyes are not the same. As a consequence, small amounts of parallax are created in the retinal image as we fixate on different objects in the scene. The nodal points of the eye, representing the centers of projection, are shown as small blue circles on the left along with a ray diagram illustrating the optical mechanism of ocular parallax. Simulated retinal images that include the falloff of acuity in the periphery of the visual field are shown on the right. As a user fixates on the candle in the center of the scene (center, red circle indicates fixation point), the bottle is partly occluded by the candle. As their gaze moves to the left, ocular parallax reveals the bottle behind the candle in the center (right). Ocular parallax is a gaze-contingent effect exhibiting the strongest effect size in near to mid peripheral vision, where visual acuity is lower than in the fovea. In this paper, we introduce ocular parallax rendering for eye-tracking-enabled virtual reality displays, and study the complex interplay between micro parallax, occlusion, visual acuity, disparity distortions, and other perceptual aspects of this technology in simulation and with a series of user experiments.Immersive computer graphics systems strive to generate perceptually realistic user experiences. Current-generation virtual reality (VR) displays are successful in accurately rendering many perceptually important effects, including perspective, disparity, motion parallax, and other depth cues. In this paper we introduce ocular parallax rendering, a technology that accurately renders small amounts of gaze-contingent parallax capable of improving depth perception and realism in VR. Ocular parallax describes the small amounts of depth-dependent image shifts on the retina that are created as the eye rotates. The effect occurs because the centers of rotation and projection of the eye are not the same. We study the perceptual implications of ocular parallax rendering by designing and conducting a series of user experiments. Specifically, we estimate perceptual detection and discrimination thresholds for this effect and demonstrate that it is clearly visible in most VR applications. Additionally, we show that ocular parallax rendering provides an effective ordinal depth cue and it improves the impression of realistic depth in VR.