移动设备上三维场景的伪沉浸式实时显示

Ming Li, A. Schmitz, L. Kobbelt
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引用次数: 8

摘要

由于数据吞吐量不足,图形性能相对较弱,在移动设备上实时显示复杂的3D场景是困难的。因此,我们提出了一个客户端-服务器系统,其中复杂场景的处理在服务器上执行,结果数据流传输到移动设备。为了应对低传输比特率,服务器仅以2hz左右的帧速率发送新数据。然而,服务器并没有发送普通的帧缓冲区,而是将当前视图的深度轮廓所代表的场景几何分解成一组纹理多边形。这种处理不需要了解场景中的物体或结构,即飞行时间相机的输出也可以处理。当前帧的2.5D表示允许移动设备以高帧率呈现看似扭曲的场景视图,只要观看位置在从服务器到达下一帧之前没有太大变化。为了进一步增强视觉体验,我们使用移动设备内置的摄像头或陀螺仪来检测用户面部与设备之间的空间关系,以便相应地调整相机视图。这产生了一种伪沉浸式的视觉效果。除了使用渲染服务器、3D显示客户端和实时人脸/姿态检测设计整个系统外,我们的主要技术贡献是一种高效的算法,该算法将具有逐像素深度和法线信息的帧缓冲区分解为一小组平面区域,这些区域可以与当前帧进行纹理处理。这种表示非常简单,可以在当今的移动设备上实时显示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Pseudo-Immersive Real-Time Display of 3D Scenes on Mobile Devices
The display of complex 3D scenes in real-time on mobile devices is difficult due to the insufficient data throughput and a relatively weak graphics performance. Hence, we propose a client-server system, where the processing of the complex scene is performed on a server and the resulting data is streamed to the mobile device. In order to cope with low transmission bit rates, the server sends new data only with a frame rate of about 2 Hz. However, instead of sending plain frame buffers, the server decomposes the scene geometry represented by the current view's depth profile into a small set of textured polygons. This processing does not require the knowledge of objects or structures in the scene, i.e. the output of Time-of-flight cameras can be handled as well. The 2.5D representation of the current frame allows the mobile device to render plausibly distorted views of the scene at high frame rates as long as the viewing position does not change too much before the next frame arrives from the server. In order to further augment the visual experience, we use the mobile device's built-in camera or gyroscope to detect the spatial relation between the user's face and the device, so that the camera view can be adapted accordingly. This produces a pseudo-immersive visual effect. Besides designing the overall system with a render-server, 3D display client, and real-time face/pose detection, our main technical contribution is a highly efficient algorithm that decomposes a frame buffer with per-pixel depth and normal information into a small set of planar regions which can be textured with the current frame. This representation is simple enough for real time display on today's mobile devices.
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