Exploration of using face tracking to reduce GPU rendering on current and future auto-stereoscopic displays

Xingyu Pan, Mengya Zheng, A. Campbell
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引用次数: 5

Abstract

Future auto-stereoscopic displays offer us an amazing possibility of virtual reality without the need for head mounted displays. Since fundamentally though we only need to generate viewpoints for known observers, the classical approach to render all views at once is wasteful in terms of GPU resources and limits the scale of an auto-stereoscopic display. We present a technique that reduces GPU consumption when using an auto-stereoscopic displays by giving the display a context awareness of its observers. The technique was first applied to the Looking Glass device on the Unity3D platform. Rather than rendering 45 different views at the same time, for each observer, the framework only requires six views that are visible to both eyes based on the tracked eye positions. Given the current specifications of this device, the framework helps save 73% GPU consumption for Looking Glass if it was to render a 8K X 8K resolution scene, and the saved GPU consumption increases as the resolution increases. This technique can be applied to reduce future GPU requirements for auto-stereoscopic displays in the future.
探索在当前和未来的自动立体显示器上使用人脸跟踪来减少 GPU 渲染
未来的自动立体显示器为我们提供了无需头戴式显示器即可实现虚拟现实的惊人可能性。虽然从根本上讲,我们只需要为已知的观察者生成视点,但一次性渲染所有视点的传统方法会浪费 GPU 资源,并限制自动立体显示器的规模。我们提出了一种技术,通过让显示屏了解观察者的上下文,从而在使用自动立体显示屏时减少 GPU 消耗。该技术首先应用于 Unity3D 平台上的 Looking Glass 设备。该框架不需要同时为每个观察者渲染 45 种不同的视图,而只需要根据跟踪到的眼睛位置渲染双眼可见的六种视图。考虑到该设备的当前规格,如果要渲染一个 8K X 8K 分辨率的场景,该框架可以帮助 Looking Glass 节省 73% 的 GPU 消耗,而且节省的 GPU 消耗会随着分辨率的提高而增加。这项技术可用于降低未来自动立体显示器对 GPU 的要求。
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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