A Robust Display Delay Compensation Technique Considering User’s Head Motion Direction for Cloud XR

Tatsuya Kobayashi, Tomoaki Konno, H. Kato
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Abstract

Conventionally, it has been difficult to realize both photorealistic and geometrically consistent 3DCG rendering on head mounted displays (HMDs), due to the trade-off between rendering quality and low motion-to-photon latency (M2PL). In order to solve this problem, we propose a novel rendering framework, where the server renders RGB-D images of a 3D model with the optimally arranged rendering viewpoints, and the client HMD realizes geometric compensation of M2PL by employing depth image based rendering (DIBR). Experiments with real smart glasses show that the proposed method can display binocular images closer to the ground truth than the conventional approaches.
考虑用户头部运动方向的云XR鲁棒显示延迟补偿技术
传统上,由于渲染质量和低运动到光子延迟(M2PL)之间的权衡,在头戴式显示器(hmd)上实现逼真和几何一致的3DCG渲染一直很困难。为了解决这个问题,我们提出了一种新的渲染框架,其中服务器端以最优排列的渲染视点渲染3D模型的RGB-D图像,客户端HMD通过基于深度图像的渲染(DIBR)实现M2PL的几何补偿。在真实智能眼镜上的实验表明,与传统方法相比,该方法可以显示更接近地面真实的双目图像。
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