消费类硬件上虚拟现实的异步时间扭曲

J. V. van Waveren
{"title":"消费类硬件上虚拟现实的异步时间扭曲","authors":"J. V. van Waveren","doi":"10.1145/2993369.2993375","DOIUrl":null,"url":null,"abstract":"To help create a true sense of presence in a virtual reality experience, a so called \"time warp\" may be used. This time warp does not only correct for the optical aberration of the lenses used in a virtual reality headset, it also transforms the stereoscopic images based on the very latest head tracking information to significantly reduce the motion-to-photon delay (or end-to-end latency). The time warp operates as close as possible to the display refresh, retrieves updated head tracking information and transforms a stereoscopic pair of images from representing a view at the time it was rendered, to representing the correct view at the time it is displayed. When run asynchronously to the stereoscopic rendering, the time warp can be used to increase the perceived frame rate and to smooth out inconsistent frame rates. Asynchronous operation can also improve the overall graphics hardware utilization by not requiring the stereoscopic rendering to be synchronized with the display refresh cycle. However, on today's consumer hardware it is challenging to implement a high quality time warp that is fast, has predictable latency and throughput, and runs asynchronously. This paper discusses the various challenges and the different trade-offs that need to be considered when implementing an asynchronous time warp on consumer hardware.","PeriodicalId":93673,"journal":{"name":"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","volume":"121 1","pages":"37-46"},"PeriodicalIF":0.0000,"publicationDate":"2016-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"76","resultStr":"{\"title\":\"The asynchronous time warp for virtual reality on consumer hardware\",\"authors\":\"J. V. van Waveren\",\"doi\":\"10.1145/2993369.2993375\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"To help create a true sense of presence in a virtual reality experience, a so called \\\"time warp\\\" may be used. This time warp does not only correct for the optical aberration of the lenses used in a virtual reality headset, it also transforms the stereoscopic images based on the very latest head tracking information to significantly reduce the motion-to-photon delay (or end-to-end latency). The time warp operates as close as possible to the display refresh, retrieves updated head tracking information and transforms a stereoscopic pair of images from representing a view at the time it was rendered, to representing the correct view at the time it is displayed. When run asynchronously to the stereoscopic rendering, the time warp can be used to increase the perceived frame rate and to smooth out inconsistent frame rates. Asynchronous operation can also improve the overall graphics hardware utilization by not requiring the stereoscopic rendering to be synchronized with the display refresh cycle. However, on today's consumer hardware it is challenging to implement a high quality time warp that is fast, has predictable latency and throughput, and runs asynchronously. This paper discusses the various challenges and the different trade-offs that need to be considered when implementing an asynchronous time warp on consumer hardware.\",\"PeriodicalId\":93673,\"journal\":{\"name\":\"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology\",\"volume\":\"121 1\",\"pages\":\"37-46\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-11-02\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"76\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2993369.2993375\",\"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 ACM Symposium on Virtual Reality Software and Technology. ACM Symposium on Virtual Reality Software and Technology","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2993369.2993375","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 76

摘要

为了在虚拟现实体验中创造一种真实的存在感,可能会使用所谓的“时间扭曲”。这种时间扭曲不仅可以纠正虚拟现实耳机中使用的镜片的光学像差,还可以根据最新的头部跟踪信息转换立体图像,从而显着减少运动到光子的延迟(或端到端延迟)。时间扭曲操作尽可能接近显示刷新,检索更新的头部跟踪信息,并将一对立体图像从表示呈现时的视图转换为表示显示时的正确视图。当异步运行到立体渲染时,时间扭曲可以用来增加感知帧率并平滑不一致的帧率。异步操作还可以通过不要求立体渲染与显示刷新周期同步来提高总体图形硬件利用率。然而,在今天的消费者硬件上,实现高质量的时间扭曲是具有挑战性的,它具有快速、可预测的延迟和吞吐量,并且是异步运行的。本文讨论了在消费者硬件上实现异步时间扭曲时需要考虑的各种挑战和不同的权衡。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The asynchronous time warp for virtual reality on consumer hardware
To help create a true sense of presence in a virtual reality experience, a so called "time warp" may be used. This time warp does not only correct for the optical aberration of the lenses used in a virtual reality headset, it also transforms the stereoscopic images based on the very latest head tracking information to significantly reduce the motion-to-photon delay (or end-to-end latency). The time warp operates as close as possible to the display refresh, retrieves updated head tracking information and transforms a stereoscopic pair of images from representing a view at the time it was rendered, to representing the correct view at the time it is displayed. When run asynchronously to the stereoscopic rendering, the time warp can be used to increase the perceived frame rate and to smooth out inconsistent frame rates. Asynchronous operation can also improve the overall graphics hardware utilization by not requiring the stereoscopic rendering to be synchronized with the display refresh cycle. However, on today's consumer hardware it is challenging to implement a high quality time warp that is fast, has predictable latency and throughput, and runs asynchronously. This paper discusses the various challenges and the different trade-offs that need to be considered when implementing an asynchronous time warp on consumer hardware.
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