DHR:面向虚拟世界体验的分布式混合渲染

Tan Yu Wei, Alden Tan, Nicholas Nge, A. Bhojan
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引用次数: 0

摘要

传统上,栅格化技术用于实时渲染,以满足交互帧率的限制。然而,与光线追踪方法相比,这种技术不能产生真实的结果。因此,混合渲染已经出现,以提高实时光线追踪光栅化的图形保真度。我们探索了分布式渲染的方法,将实时混合渲染结合到沉浸式图形的虚拟体验中。在独立的扩展现实(XR)设备中,这种支持光线跟踪的图形只有通过纯基于云的远程渲染系统才能实现,该系统依赖于低延迟网络来传输实时光线跟踪数据,以响应交互式用户输入。在高网络延迟条件下,远程呈现可能无法为客户端保持交互帧速率,从而对用户体验产生不利影响。我们通过分布式渲染方法采用混合渲染,将强大的远程硬件上的光线跟踪与用户访问设备上的基于栅格的渲染集成在一起。通过这种混合方法,我们的技术可以帮助独立的XR设备实现光线跟踪合并的图形,并在高延迟条件下保持交互帧率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
DHR: Distributed Hybrid Rendering for Metaverse Experiences
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid rendering has emerged to improve the graphics fidelity of rasterization with ray tracing in real-time. We explore the approach of distributed rendering in incorporating real-time hybrid rendering into metaverse experiences for immersive graphics. In standalone extended reality (XR) devices, such ray tracing-enabled graphics is only feasible through pure cloud-based remote rendering systems that rely on low-latency networks to transmit real-time ray-traced data in response to interactive user input. Under high network latency conditions, remote rendering might not be able to maintain interactive frame rates for the client, adversely affecting the user experience. We adopt hybrid rendering via a distributed rendering approach by integrating ray tracing on powerful remote hardware with raster-based rendering on user access devices. With this hybrid approach, our technique can help standalone XR devices achieve ray tracing-incorporated graphics and maintain interactive frame rates even under high-latency conditions.
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