A distributed, decoupled system for losslessly streaming dynamic light probes to thin clients

Michael Stengel, Z. Majercik, Ben Boudaoud, M. McGuire
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引用次数: 8

Abstract

We present a networked, high-performance graphics system that combines dynamic, high-quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides many of the image quality benefits of real-time ray tracing on low-power and legacy hardware, while maintaining a low latency response and mobile form factor. As opposed to streaming full frames from rendering servers to end clients, our system distributes the graphics pipeline over a network by computing diffuse global illumination on a remote machine. Diffuse global illumination is computed using a recent irradiance volume representation combined with a new lossless, HEVC-based, hardware-accelerated encoding, and a perceptually-motivated update scheme. Our experimental implementation streams thousands of irradiance probes per second and requires less than 50 Mbps of throughput, reducing the consumed bandwidth by 99.4% when streaming at 60 Hz compared to traditional lossless texture compression. The bandwidth reduction achieved with our approach allows higher quality and lower latency graphics than state-of-the-art remote rendering via video streaming. In addition, our split-rendering solution decouples remote computation from local rendering and so does not limit local display update rate or display resolution.
一个分布式的、解耦的系统,用于将动态光探针无损地流式传输到瘦客户机
我们提出了一个网络化的高性能图形系统,它结合了在服务器上计算的动态、高质量、光线跟踪的全局照明和在客户端计算的直接照明和主要可见性。这种方法在低功耗和传统硬件上提供实时光线跟踪的许多图像质量优势,同时保持低延迟响应和移动外形因素。与从渲染服务器到终端客户端流式传输完整帧不同,我们的系统通过在远程机器上计算漫射全局照明,将图形管道分布在网络上。漫射全局照明的计算使用了最近的辐照度体积表示,结合了新的无损、基于hevc的硬件加速编码和感知驱动的更新方案。我们的实验实现每秒传输数千个辐照度探针,并且需要低于50 Mbps的吞吐量,与传统的无损纹理压缩相比,在60 Hz传输时将消耗的带宽减少了99.4%。与通过视频流实现的最先进的远程渲染相比,我们的方法可以实现更高质量和更低延迟的图形。此外,我们的拆分呈现解决方案将远程计算与本地呈现解耦,因此不会限制本地显示更新速率或显示分辨率。
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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