一种基于QuadStream的场景流架构,用于新颖的视点重建

Jozef Hladky, Michael Stengel, Nicholas Vining, B. Kerbl, H. Seidel, M. Steinberger
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引用次数: 3

摘要

在传统的宏块视频编码设计方法的激励下,我们将从位置的一个视图单元中看到的场景分解为一系列的四边形代理,或者来自多个视图的与视图对齐的四边形。通过在栅格化的G-Buffer上操作,我们的方法独立于场景本身使用的表示;由此产生的QuadStream是场景的近似几何表示,可以通过瘦客户端重建以呈现当前视图和附近相邻视图。我们的技术贡献
本文章由计算机程序翻译,如有差异,请以英文原文为准。
QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction
Streaming rendered 3D content over a network to a thin client device, such as a phone or a VR/AR headset, brings high-fidelity graphics to platforms where it would not normally possible due to thermal, power, or cost constraints. Streamed 3D content must be transmitted with a representation that is both robust to latency and potential network dropouts. Transmitting a video stream and reprojecting to correct for changing viewpoints fails in the presence of disocclusion events; streaming scene geometry and performing high-quality rendering on the client is not possible on limited-power mobile GPUs. To balance the competing goals of disocclusion robustness and minimal client workload, we introduce QuadStream, a new streaming content representation that reduces motion-to-photon latency by allowing clients to efficiently render novel views without artifacts caused by disocclusion events. Motivated by traditional macroblock approaches to video codec design, we decompose the scene seen from positions in a view cell into a series of quad proxies, or view-aligned quads from multiple views. By operating on a rasterized G-Buffer, our approach is independent of the representation used for the scene itself; the resulting QuadStream is an approximate geometric representation of the scene that can be reconstructed by a thin client to render both the current view and nearby adjacent views. Our technical contributions are an efficient parallel quad generation, merging, and packing strategy for proxy views covering potential client movement in a scene; a packing and encoding strategy that allows masked quads with depth information to be transmitted as a frame-coherent stream; and an efficient rendering approach for rendering our QuadStream representation into entirely novel views on thin clients. We show that our approach achieves superior quality compared both to video data streaming methods, and to geometry-based streaming.
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