用于增强现实的低延迟头部跟踪

S. Muchallil, Konrad Halnum, C. Griwodz
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引用次数: 1

摘要

从早期开始,增强现实中的延迟就已经为人所知,并成为增强现实领域最热门的研究课题之一。增强现实技术有两种类型,移动增强现实和头戴式设备(HMD)。我们的研究考虑了头戴式显示器,因为当现实世界被虚拟物体增强时,它们需要更高的精度。为了提高AR的性能,头部运动和相应运动在HMD中的表现之间的延迟应该最小化。我们的方法旨在通过在HMD中添加惯性测量单元(IMU)传感器来减少延迟,该传感器配备了一个摄像头,可以在开放硬件的3d打印AR头显上进行跟踪。IMU已被用于用户的头部位置,具有低延迟。然而,IMU是通过USB连接到一台过度渲染的计算机上,我们在那里进行实验,以确定IMU和计算机渲染的帧之间的延迟,有和没有游戏引擎。研究得出的结论是,IMU和计算机之间的延迟平均为65.73 ms,当我们使用游戏引擎时,延迟略高,平均为87.60 ms。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Low-latency head-tracking for Augmented Reality
Since the early days, latency in Augmented Reality has been known and has become one of the most popular research topics in AR. There are two types of AR technology, mobile AR and Head-Mounted Device (HMD). Our research considers HMDs because they require a higher precision when the real world is augmented with virtual objects. The delay between head movement and representation of the corresponding movement in the HMD should be minimized to increase the performance of AR. Our approach aims to reduce the latency by adding an Inertial Measurement Unit (IMU) sensor to the HMD, equipped with a camera to enable the tracking on an open-hardware 3D-printed AR headset. The IMU has been used for the user's head position with low latency. However, the IMU is connected by USB to a the computer that oerfirm the rendering, and we are there conducting experiments to determine the delay between the IMU and frames rendered by the computer with and without game engines. The research concludes that the delay we got from our study between IMU and a computer is 65.73 ms on average, and a little higher when we used a game engine, 87.60 ms on average.
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