三维远程沉浸视觉延迟估计

S. Raghuraman, K. Bahirat, B. Prabhakaran
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引用次数: 2

摘要

3D远程沉浸系统允许地理位置分散的用户使用他们的“实时”3D模型在虚拟世界中进行交互。这些模型的捕获、重建、传输和呈现给系统带来了显著的延迟。隐式延迟(Implicit Latency,∑)可以用系统时钟来估计,测量从RGB-D相机接收到数据到请求渲染结果的时间。从一个真实世界的事件到被呈现在显示器上的事件之间的观察到的延迟(观察到的延迟),不能用__'来精确地表示,因为__'忽略了捕捉或更新显示器等所花费的时间。本文介绍了一种基于视觉模式的延迟估计(VPLE)方法,该方法可以在不需要任何自定义硬件的情况下计算系统的真实世界视觉延迟。VPLE生成一个不断变化的模式,由3DTI系统捕获和渲染。外部观察者以高帧率记录模式和渲染结果。通过计算生成和渲染模式之间的差异来估计。扩展了VPLE以允许在地理分布的站点之间进行估算。评估表明,VPLE的准确性取决于模式的刷新率,并且在4ms以内。在GPU上实现的分布式3DTI系统的运行速度明显低于CPU,与视频流相当。它还表明,与基于GPU的3DTI实现相比,它的估计几乎偏离了100%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Visual Latency Estimator for 3D Tele-Immersion
3D Tele-Immersion systems allow geographically distributed users to interact in a virtual world using their "live" 3D models. The capture, reconstruction, transfer, and rendering of these models introduce significant latency into the system. Implicit Latency (ℒ') can be estimated using system clocks to measure the time after the data was received from the RGB-D camera, till the request to render the result. The Observed Latency (ℒ) between a real world event and the event being rendered on the display, cannot be accurately represented by ℒ' since ℒ' ignores the time taken to capture, or update the display, etc. In this paper, a Visual Pattern based Latency Estimation (VPLE) approach is introduced to calculate the real world visual latency of a system without the need for any custom hardware. VPLE generates a constantly changing pattern that is captured and rendered by the 3DTI system. An external observer records both the pattern and the rendered results at high frame rates. ℒ is estimated by calculating the difference between the generated and rendered patterns. VPLE is extended to allow ℒ estimation between geographically distributed sites. Evaluations show that the accuracy of VPLE depends on the refresh rate of the pattern, and is within 4ms. ℒ of a distributed 3DTI system implemented on the GPU is significantly lower than the CPU implementation, and is comparable to video streaming. It is also shown that the ℒ' estimates for GPU based 3DTI implementations are off by almost 100% compared to the ℒ.
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