Michael Stengel, Z. Majercik, Ben Boudaoud, M. McGuire
{"title":"A distributed, decoupled system for losslessly streaming dynamic light probes to thin clients","authors":"Michael Stengel, Z. Majercik, Ben Boudaoud, M. McGuire","doi":"10.1145/3458305.3463379","DOIUrl":null,"url":null,"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.","PeriodicalId":138399,"journal":{"name":"Proceedings of the 12th ACM Multimedia Systems Conference","volume":"18 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"8","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 12th ACM Multimedia Systems Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3458305.3463379","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.