Fariha Nusrat, Foyzul Hassan, Hao Zhong, Xiaoyin Wang
{"title":"开发者如何优化虚拟现实应用:开源统一项目的优化提交研究","authors":"Fariha Nusrat, Foyzul Hassan, Hao Zhong, Xiaoyin Wang","doi":"10.1109/ICSE43902.2021.00052","DOIUrl":null,"url":null,"abstract":"Virtual Reality (VR) is an emerging technique that provides immersive experience for users. Due to the high computation cost of rendering real-time animation twice (for both eyes) and the resource limitation of wearable devices, VR applications often face performance bottlenecks and performanceoptimization plays an important role in VR software develop-ment. Performance optimizations of VR applications can be very different from those in traditional software as VR involves more elements such as graphics rendering and real-time animation. In this paper, we present the first empirical study on 183 real-world performance optimizations from 45 VR software projects. In particular, we manually categorized the optimizations in to 11 categories, and applied static analysis to identify how they affect different life-cycle phases of VR applications. Furthermore, we studied the complexity and design / behavior effects of performance optimizations, and how optimizations are different between large organizational software projects and smaller personal software projects. Our major findings include: (1) graphics simplification (24.0%), rendering optimization (16.9%), language / API optimization (15.3%), heap avoidance (14.8%), and valuecaching (12.0%) are the most common categories of performance optimization in VR applications; (2) game logic updates (30.4%) and before-scene initialization (20.0%) are the most common life-cycle phases affected by performance issues; (3) 45.9% of the optimizations have behavior and design effects and 39.3% of the optimizations are systematic changes; (4) the distributionsof optimization classes are very different between organizational VR projects and personal VR projects.","PeriodicalId":305167,"journal":{"name":"2021 IEEE/ACM 43rd International Conference on Software Engineering (ICSE)","volume":"114 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"13","resultStr":"{\"title\":\"How Developers Optimize Virtual Reality Applications: A Study of Optimization Commits in Open Source Unity Projects\",\"authors\":\"Fariha Nusrat, Foyzul Hassan, Hao Zhong, Xiaoyin Wang\",\"doi\":\"10.1109/ICSE43902.2021.00052\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual Reality (VR) is an emerging technique that provides immersive experience for users. Due to the high computation cost of rendering real-time animation twice (for both eyes) and the resource limitation of wearable devices, VR applications often face performance bottlenecks and performanceoptimization plays an important role in VR software develop-ment. Performance optimizations of VR applications can be very different from those in traditional software as VR involves more elements such as graphics rendering and real-time animation. In this paper, we present the first empirical study on 183 real-world performance optimizations from 45 VR software projects. In particular, we manually categorized the optimizations in to 11 categories, and applied static analysis to identify how they affect different life-cycle phases of VR applications. Furthermore, we studied the complexity and design / behavior effects of performance optimizations, and how optimizations are different between large organizational software projects and smaller personal software projects. Our major findings include: (1) graphics simplification (24.0%), rendering optimization (16.9%), language / API optimization (15.3%), heap avoidance (14.8%), and valuecaching (12.0%) are the most common categories of performance optimization in VR applications; (2) game logic updates (30.4%) and before-scene initialization (20.0%) are the most common life-cycle phases affected by performance issues; (3) 45.9% of the optimizations have behavior and design effects and 39.3% of the optimizations are systematic changes; (4) the distributionsof optimization classes are very different between organizational VR projects and personal VR projects.\",\"PeriodicalId\":305167,\"journal\":{\"name\":\"2021 IEEE/ACM 43rd International Conference on Software Engineering (ICSE)\",\"volume\":\"114 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2021-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"13\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2021 IEEE/ACM 43rd International Conference on Software Engineering (ICSE)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSE43902.2021.00052\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2021 IEEE/ACM 43rd International Conference on Software Engineering (ICSE)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSE43902.2021.00052","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
How Developers Optimize Virtual Reality Applications: A Study of Optimization Commits in Open Source Unity Projects
Virtual Reality (VR) is an emerging technique that provides immersive experience for users. Due to the high computation cost of rendering real-time animation twice (for both eyes) and the resource limitation of wearable devices, VR applications often face performance bottlenecks and performanceoptimization plays an important role in VR software develop-ment. Performance optimizations of VR applications can be very different from those in traditional software as VR involves more elements such as graphics rendering and real-time animation. In this paper, we present the first empirical study on 183 real-world performance optimizations from 45 VR software projects. In particular, we manually categorized the optimizations in to 11 categories, and applied static analysis to identify how they affect different life-cycle phases of VR applications. Furthermore, we studied the complexity and design / behavior effects of performance optimizations, and how optimizations are different between large organizational software projects and smaller personal software projects. Our major findings include: (1) graphics simplification (24.0%), rendering optimization (16.9%), language / API optimization (15.3%), heap avoidance (14.8%), and valuecaching (12.0%) are the most common categories of performance optimization in VR applications; (2) game logic updates (30.4%) and before-scene initialization (20.0%) are the most common life-cycle phases affected by performance issues; (3) 45.9% of the optimizations have behavior and design effects and 39.3% of the optimizations are systematic changes; (4) the distributionsof optimization classes are very different between organizational VR projects and personal VR projects.