Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications

Yuzao Tan, Louiz Kim-Chan, Anthony Halim, A. Bhojan
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引用次数: 1

Abstract

We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence, hardware-accelerated cloud servers can perform ray tracing instead and have their output streamed to clients in remote rendering. Applying the approach of distributed hybrid rendering, we leverage the computational capabilities of both the thin client and powerful server by performing rasterization locally while offloading ray tracing to the server. With advancements in 5G technology, the server and client can communicate effectively over the network and work together to produce a high-quality output while maintaining interactive frame rates. Our approach can achieve better visuals as compared to local rendering but faster performance as compared to remote rendering.
用于瘦客户端游戏和VR应用的云辅助混合渲染
我们介绍了一种新的分布式渲染方法,用于在瘦客户端游戏和VR应用程序中生成高质量的图形。许多移动设备的计算能力有限,无法实现实时光线追踪。因此,硬件加速的云服务器可以执行光线追踪,并在远程渲染中将其输出流式传输给客户端。通过应用分布式混合渲染的方法,我们利用瘦客户机和强大服务器的计算能力,在本地执行栅格化,同时将光线跟踪卸载到服务器。随着5G技术的进步,服务器和客户端可以通过网络进行有效通信,并在保持交互帧速率的同时协同工作,产生高质量的输出。与本地渲染相比,我们的方法可以实现更好的视觉效果,但与远程渲染相比,我们的方法可以实现更快的性能。
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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