Foveated streaming of real-time graphics

G. Illahi, M. Siekkinen, Teemu Kämäräinen, Antti Ylä-Jääski
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引用次数: 3

Abstract

Remote rendering systems comprise powerful servers that render graphics on behalf of low-end client devices and stream the graphics as compressed video, enabling high end gaming and Virtual Reality on those devices. One key challenge with them is the amount of bandwidth required for streaming high quality video. Humans have spatially non-uniform visual acuity: We have sharp central vision but our ability to discern details rapidly decreases with angular distance from the point of gaze. This phenomenon called foveation can be taken advantage of to reduce the need for bandwidth. In this paper, we study three different methods to produce a foveated video stream of real-time rendered graphics in a remote rendered system: 1) foveated shading as part of the rendering pipeline, 2) foveation as post processing step after rendering and before video encoding, 3) foveated video encoding. We report results from a number of experiments with these methods. They suggest that foveated rendering alone does not help save bandwidth. Instead, the two other methods decrease the resulting video bitrate significantly but they also have different quality per bit and latency profiles, which makes them desirable solutions in slightly different situations.
实时图形的注视点流
远程渲染系统由功能强大的服务器组成,这些服务器代表低端客户端设备渲染图形,并以压缩视频的形式传输图形,从而在这些设备上启用高端游戏和虚拟现实。它们面临的一个关键挑战是传输高质量视频所需的带宽量。人类的视觉敏锐度在空间上是不均匀的:我们有清晰的中心视觉,但我们辨别细节的能力随着与凝视点的角度距离而迅速下降。可以利用这种称为注视点的现象来减少对带宽的需求。在本文中,我们研究了在远程渲染系统中产生实时渲染图形的注视点视讯流的三种不同方法:1)注视点着色作为渲染管道的一部分,2)注视点作为渲染后和视频编码前的后处理步骤,3)注视点视频编码。我们报告了用这些方法进行的一些实验的结果。他们认为单靠注视点渲染并不能节省带宽。相反,另外两种方法显著降低了最终的视频比特率,但它们也具有不同的每比特质量和延迟配置文件,这使得它们在略有不同的情况下成为理想的解决方案。
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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