VIA:可视的基于网络的虚拟现实

Carter Slocum, Jingwen Huang, Jiasi Chen
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引用次数: 3

摘要

WebXR等新标准依靠无处不在的现代网络浏览器,实现了跨平台的VR体验。然而,在测量WebXR场景的性能时,我们发现用户在等待所有3D对象出现在他们的视野中时可能会遭受高延迟。这是因为WebXR(及其底层WebGL库)中3D对象的存储和获取与用户的方向和位置无关,从而导致延迟问题。具体来说,以任意顺序获取纹理文件会导致3D对象等待其纹理依赖关系,并且将所有对象的几何数据存储在一个大文件中会阻止单个对象的渲染,即使它们的纹理依赖关系得到满足。为了解决这些问题,我们根据用户在VR场景中的位置和方向,提出了一个系统的优先级,即应该首先获取哪些3D对象及其依赖项。为了提高效率,将属于每个3D对象的几何数据优化分组在一起,以最小化平均延迟。我们在不同网络条件下对各种WebXR场景进行的实验表明,与默认WebXR行为相比,我们的方案可以显着减少出现在用户视野中的所有3D物体的时间,最多减少50%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
VIA: Visibility-aware Web-based Virtual Reality
New standards such as WebXR enable cross-platform VR experiences, relying on the ubiquity of the modern web browser. However, upon measuring performance of WebXR scenes, we found users can suffer from high latency while waiting for all 3D objects appear in their field-of-view. This is because storage and fetching of 3D objects in WebXR (and its underlying WebGL libraries) are agnostic to the user’s orientation and location, leading to latency issues. Specifically, fetching of texture files in arbitrary order results in 3D objects waiting on their texture dependencies, and the storage of all objects’ geometry data in one large file blocks individual objects from rendering even if their texture dependencies are satisfied. To address these issues, we propose a systematic prioritization of which 3D objects and their dependencies should be fetched first, based on the user’s position and orientation in the VR scene. To improve efficiency, the geometry data belonging to each 3D object are optimally grouped together to minimize the average latency. Our experiments with various WebXR scenes under different network conditions show that our scheme can significantly reduce the time to all 3D objects appearing in the user’s field-of-view, by up to 50%, compared the default WebXR behavior.
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