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An Image-Warping Architecture for VR: Low Latency versus Image Quality

机译:VR的图像翘曲架构:低延迟与图像质量

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Designing low end-to-end latency system architectures for virtual reality is still an open and challenging problem. We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display. Our approach works for scenes consisting of dynamic and interactive objects. The end-to-end latency is minimized as well as smooth object motion generated. However, this comes at the expense of image quality inherent to warping techniques. We evaluate the architecture and its design trade-offs by comparing latency and image quality to a conventional rendering system. Our experience with the system confirms that the approach facilitates common interaction tasks such as navigation and object manipulation.
机译:为虚拟现实设计低端端到端延迟系统架构仍然是一个开放和具有挑战性的问题。我们描述了客户端 - 服务器深度映像翘曲架构的设计,实现和评估,以以刷新速率更新和显示场景图。我们的方法适用于由动态和交互式对象组成的场景。端到端延迟最小化以及产生的平滑对象运动。然而,这是以翘曲技术固有的成本为代价。通过将延迟和图像质量与传统渲染系统进行比较,我们通过将延迟和图像质量进行比较来评估架构及其设计权衡。我们对系统的经验证实了该方法促进了常见的相互作用任务,如导航和对象操纵。

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