Parallel Adaptive Frameless Rendering with NVIDIA OptiX

Chung-Che Hsiao, Benjamin Watson
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Abstract

In virtual reality (VR) or augmented reality (AR) systems, latency is one of the most important causes of simulator sickness. Latency is difficult to limit in traditional renderers, which sample time rigidly with a series of frames, each representing a single moment in time, depicted with a fixed amount of latency. Previous researchers proposed adaptive frameless rendering (AFR), which removes frames to sample space and time flexibly, and reduce latency. However, their prototype was neither parallel nor interactive. We implement AFR in NVIDIA OptiX, a concurrent, real–time ray tracing API taking advantage of NVIDIA GPUs, including their latest RTX ray tracing components. With proper tuning, our prototype prioritizes temporal detail when scenes are dynamic (producing rapidly updated, blurry imagery), and spatial detail when scenes are static (producing more slowly updated, sharp imagery). The result is parallel, interactive, low-latency imagery that should reduce simulator sickness.
并行自适应无帧渲染与NVIDIA OptiX
在虚拟现实(VR)或增强现实(AR)系统中,延迟是导致模拟器眩晕的最重要原因之一。在传统的渲染器中,延迟很难限制,它用一系列帧严格地采样时间,每个帧代表一个时间上的单个时刻,用固定的延迟量来描述。先前的研究提出了自适应无帧渲染(AFR),它可以灵活地去除帧来采样空间和时间,减少延迟。然而,他们的原型既不是并行的,也不是交互式的。我们在NVIDIA OptiX中实现AFR,这是一个利用NVIDIA gpu的并发实时光线跟踪API,包括其最新的RTX光线跟踪组件。通过适当的调整,当场景是动态的(产生快速更新,模糊的图像)时,我们的原型优先考虑时间细节,当场景是静态的(产生更新更慢,清晰的图像)时,我们的原型优先考虑空间细节。其结果是并行的,互动的,低延迟的图像,应该减少模拟器病。
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