基于OSVR的延迟和延迟抖动仿真框架

Jan-Philipp Stauffert, Marc Erich Latoschik
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引用次数: 0

摘要

延迟是虚拟现实(VR)应用中一个亟待解决的问题。VR需要低延迟来减少感知伪影和网络病。延迟抖动,即延迟模式的变化,阻碍了用户无法适应的应对机制。低延迟是降低网络疾病的潜在风险,提高虚拟现实系统的有效性、效率和用户体验的基本时效性要求。基于平均值或最坏情况值的均匀延迟退化的影响得到了很好的研究。相比之下,延迟抖动的影响,延迟随时间变化的分布模式到目前为止在很大程度上被忽略了,尽管今天的消费者VR系统在这方面非常脆弱。在本文中,我们提出了一个具有经验分布的延迟和延迟抖动模型,以及使用这些模型注入延迟的方法。通过从示例应用程序收集和转换延迟样本的示例来演示创建延迟模型的过程。我们将展示如何模拟延迟,并鼓励在中间件中使用它,以便进行侵入性较小的延迟效果评估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Latency and Latency Jitter Simulation Framework with OSVR
Latency is a pressing problem in Virtual Reality (VR) applications. Low latencies are required for VR to reduce perceptual artifacts and cyber sickness. Latency jitter, i.e. variance in the pattern of latency, prevent coping mechanisms as users can’t adapt.Low latency is a fundamental timeliness requirement to reduce the potential risks of cyber sickness and to increase effectiveness, efficiency, and user experience of Virtual Reality Systems. The effects of uniform latency degradation based on mean or worst-case values are well researched. In contrast, the effects of latency jitter, the distribution pattern of latency changes over time has largely been ignored so far, although today’s consumer VR systems are extremely vulnerable in this respect.In this paper, we propose to create a model of latency and latency jitter with empirical distributions as well as a method of using those models to inject latency. The process of creating a latency model is demonstrated with an example of gathering and converting latency samples from an example application. We show how to simulate latency and motivate to use it in middleware to allow for less intrusive latency effect evaluations.
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