An Image-Warping Architecture for VR: Low Latency versus Image Quality

F. Smit, R. V. Liere, S. Beck, B. Fröhlich
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引用次数: 34

Abstract

Designing low end-to-end latency system architectures for virtual reality is still an open and challenging problem. We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display. Our approach works for scenes consisting of dynamic and interactive objects. The end-to-end latency is minimized as well as smooth object motion generated. However, this comes at the expense of image quality inherent to warping techniques. We evaluate the architecture and its design trade-offs by comparing latency and image quality to a conventional rendering system. Our experience with the system confirms that the approach facilitates common interaction tasks such as navigation and object manipulation.
用于VR的图像扭曲架构:低延迟与图像质量
设计低端到端延迟的虚拟现实系统架构仍然是一个开放和具有挑战性的问题。我们描述了一个客户端-服务器深度图像扭曲架构的设计、实现和评估,该架构以显示器的刷新率更新和显示场景图形。我们的方法适用于由动态和交互式对象组成的场景。端到端延迟最小化,并产生平滑的对象运动。然而,这是以牺牲扭曲技术固有的图像质量为代价的。我们通过将延迟和图像质量与传统渲染系统进行比较来评估架构及其设计权衡。我们使用该系统的经验证实,该方法促进了常见的交互任务,如导航和对象操作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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