Demo: Irides: Attaining Quality, Responsiveness and Mobility for Virtual Reality Head-mounted Displays

Yu.G. Degtyarev, Eduardo Cuervo, David Chu
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引用次数: 1

Abstract

Immersive virtual reality has long been an aspiration of many. Recent advances in wearable high resolution headmounted displays (HMDs) — as embodied by Facebook’s Oculus Rift, Sony’s Morpheus, Samsung’s Gear VR, Google’s Cardboard and others — have stoked the imaginations of a new generation of VR users. For a truly immersive VR experience, three properties are essential: quality, responsiveness and mobility. By quality, we mean that realistic and life-like visual portrayals in a virtual environment heighten our sense of immersion. By responsiveness, we mean that any motion, especially of the head, must be reflected as quickly as possible in visual feedback because ocular proprioception is tightly synchronized. By mobility, we mean that we ought to be able to move untethered in physical space, free to explore our virtual world. However, HMDs face a fundamental challenge in seeking to simultaneously provide quality, responsiveness and mobility; choosing any two rules out the third. In this work, we present Irides, a stereo HMD system that simultaneously attains quality, responsiveness and mobility. Irides achieves this by offloading rendering work to a (possibly WAN) high-end GPU. The HMD client is mobile and only requires a wireless network connection, yet receives high quality and responsive visuals. Irides leverages prior work to overcome WAN latencies [2]. It employs speculative execution on the server, and compensates for misspeculation on the client. However, a straightforward application of speculative execution for stereo HMDs is prohibitive because of the 2× increase in server, client and network bandwidth costs. Therefore, we introduce two techniques to reduce these costs as shown in Figure 1. The first technique, interleaved stereo, generates a stereo video stream with only a mono video stream’s worth of work. Interleaved stereo uses image-based rendering (IBR), a way to warp a 2D image with depth information to a novel view. Synthesizing a stereo video from a mono source can introduce severe artifacts. We introduce novel “hole-filling” mechanisms that eliminate artifacts.
演示:Irides:实现虚拟现实头戴式显示器的质量、响应性和移动性
沉浸式虚拟现实一直是许多人的愿望。最近在可穿戴式高分辨率头戴式显示器(hmd)方面的进展——如Facebook的Oculus Rift、索尼的Morpheus、三星的Gear VR、谷歌的Cardboard等——激发了新一代VR用户的想象力。对于真正身临其境的VR体验来说,三个属性是必不可少的:质量、响应能力和移动性。通过质量,我们指的是在虚拟环境中逼真的、栩栩如生的视觉描绘,增强了我们的沉浸感。通过响应性,我们的意思是任何运动,特别是头部的运动,必须尽可能快地反映在视觉反馈中,因为眼本体感觉是紧密同步的。通过移动性,我们的意思是我们应该能够在物理空间中不受束缚地移动,自由地探索我们的虚拟世界。然而,在寻求同时提供高质量、响应性和移动性方面,hmd面临着一个根本性的挑战;选择任意两个都会排除第三个。在这项工作中,我们提出了Irides,一个立体声HMD系统,同时实现了质量,响应性和移动性。Irides通过将渲染工作卸载到高端GPU(可能是WAN)来实现这一点。HMD客户端是移动的,只需要无线网络连接,但接收高质量和响应的视觉效果。Irides利用先前的工作来克服WAN延迟[2]。它在服务器上采用推测执行,并补偿客户端上的错误推测。然而,直接应用推测执行立体头戴式显示器是令人望而却步的,因为服务器、客户端和网络带宽成本增加了2倍。因此,我们引入两种技术来降低这些成本,如图1所示。第一种技术,交错立体声,产生一个立体声视频流,只有一个单声道视频流的工作价值。交错立体声使用基于图像的渲染(IBR),这是一种将具有深度信息的2D图像扭曲到新视图的方法。从单声源合成立体视频可能会引入严重的伪影。我们引入了新的“填空”机制来消除伪影。
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