Characterizing real-time dense point cloud capture and streaming on mobile devices

Jinhan Hu, Aashiq Shaikh, A. Bahremand, R. Likamwa
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引用次数: 5

Abstract

Point clouds are a dense compilation of millions of points that can advance content creation and interaction in various emerging applications such as Augmented Reality (AR). However, point clouds consist of per-point real-world spatial and color information that are too computationally intensive to meet real-time specifications, especially on mobile devices. To stream dense point cloud (PtCl) to mobile devices, existing solutions encode pre-captured point clouds, yet with PtCl capturing treated as a separate offline operation. To discover more insights, we combine PtCl capturing and streaming as an entire pipeline and build a research prototype to study the bottlenecks of its real-time usage on mobile devices, consisting of a depth sensor with high precision and resolution, an edge-computing development board, and a smartphone. In a custom Unity app, we monitor the latency of each operation from the capturing to the rendering, as well as the energy efficiency of the board and the smartphone working at different point cloud resolutions. Results reveal that a toolset helping users efficiently capture, stream, and process color and depth data is the key enabler to real-time PtCl capturing and streaming on mobile devices.
描述移动设备上的实时密集点云捕获和流
点云是数百万个点的密集汇编,可以在各种新兴应用程序(如增强现实(AR))中推进内容创建和交互。然而,点云由每个点的真实世界空间和颜色信息组成,计算量太大,无法满足实时规范,尤其是在移动设备上。为了将密集点云(PtCl)传输到移动设备,现有的解决方案对预捕获的点云进行编码,但PtCl捕获被视为单独的离线操作。为了获得更多的见解,我们将PtCl捕获和流作为一个完整的管道结合起来,并构建了一个研究原型,以研究其在移动设备上实时使用的瓶颈,包括高精度和分辨率的深度传感器,边缘计算开发板和智能手机。在自定义Unity应用程序中,我们监控从捕获到渲染的每个操作的延迟,以及板和智能手机在不同点云分辨率下工作的能源效率。结果表明,帮助用户有效捕获、传输和处理颜色和深度数据的工具集是在移动设备上实时捕获和传输PtCl的关键。
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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