走向沉浸式移动虚拟现实

David Chu
{"title":"走向沉浸式移动虚拟现实","authors":"David Chu","doi":"10.1145/2980115.2980123","DOIUrl":null,"url":null,"abstract":"Virtual reality head-mounted displays (VR HMDs) are attracting users with the promise of full sensory immersion in virtual environments. Creating the illusion of immersion on HMDs requires high framerate, low latency, and high visual quality --- a tall order for mobile device-based VR approaches. In this talk, I will discuss two systems we have built to overcome the inherent limitations of mobile VR. The first, Outatime, focuses on compute offload via app streaming, an emerging app execution model in which remote rendering servers stream interactive video to thin clients. While servers dwarf mobile devices in compute power, the key challenge is coping with network latency. I will discuss how we have employed speculative execution to overcome this challenge on high-quality VR games. The second system, Flashback, aggressively precomputes all possible images that a VR user might encounter well ahead of time. During run-time, Flashback indexes into the device's storage hierarchy to quickly lookup images that the user ought to be seeing. Flashback not only works for static scenes, but also for dynamic scenes with moving and animated objects. We observe substantial improvements in framerate, latency and energy consumption. In some cases, it even delivers better framerate and responsiveness than a tethered high-end computer.","PeriodicalId":172085,"journal":{"name":"Proceedings of the 3rd Workshop on Hot Topics in Wireless","volume":"196 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Toward immersive mobile virtual reality\",\"authors\":\"David Chu\",\"doi\":\"10.1145/2980115.2980123\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Virtual reality head-mounted displays (VR HMDs) are attracting users with the promise of full sensory immersion in virtual environments. Creating the illusion of immersion on HMDs requires high framerate, low latency, and high visual quality --- a tall order for mobile device-based VR approaches. In this talk, I will discuss two systems we have built to overcome the inherent limitations of mobile VR. The first, Outatime, focuses on compute offload via app streaming, an emerging app execution model in which remote rendering servers stream interactive video to thin clients. While servers dwarf mobile devices in compute power, the key challenge is coping with network latency. I will discuss how we have employed speculative execution to overcome this challenge on high-quality VR games. The second system, Flashback, aggressively precomputes all possible images that a VR user might encounter well ahead of time. During run-time, Flashback indexes into the device's storage hierarchy to quickly lookup images that the user ought to be seeing. Flashback not only works for static scenes, but also for dynamic scenes with moving and animated objects. We observe substantial improvements in framerate, latency and energy consumption. In some cases, it even delivers better framerate and responsiveness than a tethered high-end computer.\",\"PeriodicalId\":172085,\"journal\":{\"name\":\"Proceedings of the 3rd Workshop on Hot Topics in Wireless\",\"volume\":\"196 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-03\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 3rd Workshop on Hot Topics in Wireless\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2980115.2980123\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 3rd Workshop on Hot Topics in Wireless","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2980115.2980123","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

摘要

虚拟现实头戴式显示器(VR hmd)正以其在虚拟环境中完全沉浸的承诺吸引着用户。在hmd上创造沉浸感的幻觉需要高帧率、低延迟和高视觉质量——这对于基于移动设备的VR方法来说是一个很高的要求。在这次演讲中,我将讨论我们为克服移动VR的固有局限性而建立的两个系统。第一个是outtime,专注于通过应用程序流(一种新兴的应用程序执行模型)卸载计算,在这种模型中,远程渲染服务器将交互式视频流式传输到瘦客户端。虽然服务器在计算能力上让移动设备相形见绌,但关键的挑战是应对网络延迟。我将讨论我们如何在高质量的VR游戏中运用投机执行来克服这一挑战。第二个系统“闪回”(Flashback)积极地提前计算出VR用户可能遇到的所有可能的图像。在运行时,Flashback索引设备的存储层次结构,以快速查找用户应该看到的图像。闪回不仅适用于静态场景,也适用于动态场景的移动和动画对象。我们观察到在帧率、延迟和能耗方面有了实质性的改进。在某些情况下,它的帧率和响应速度甚至比固定的高端电脑更好。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Toward immersive mobile virtual reality
Virtual reality head-mounted displays (VR HMDs) are attracting users with the promise of full sensory immersion in virtual environments. Creating the illusion of immersion on HMDs requires high framerate, low latency, and high visual quality --- a tall order for mobile device-based VR approaches. In this talk, I will discuss two systems we have built to overcome the inherent limitations of mobile VR. The first, Outatime, focuses on compute offload via app streaming, an emerging app execution model in which remote rendering servers stream interactive video to thin clients. While servers dwarf mobile devices in compute power, the key challenge is coping with network latency. I will discuss how we have employed speculative execution to overcome this challenge on high-quality VR games. The second system, Flashback, aggressively precomputes all possible images that a VR user might encounter well ahead of time. During run-time, Flashback indexes into the device's storage hierarchy to quickly lookup images that the user ought to be seeing. Flashback not only works for static scenes, but also for dynamic scenes with moving and animated objects. We observe substantial improvements in framerate, latency and energy consumption. In some cases, it even delivers better framerate and responsiveness than a tethered high-end computer.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信