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Democratizing rendering for multiple viewers in surround VR systems

机译:环绕声VR系统中多名观众的民主化渲染

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We present a new approach for how multiple users' views can be rendered in a surround virtual environment without using special multi-view hardware. It is based on the idea that different parts of the screen are often viewed by different users, so that they can be rendered from their own view point, or at least from a point closer to their view point than traditionally expected. The vast majority of 3D virtual reality systems are designed for one head-tracked user, and a number of passive viewers. Only the head tracked user gets to see the correct view of the scene, everybody else sees a distorted image. We reduce this problem by algorithmically democratizing the rendering view point among all tracked users. Researchers have proposed solutions for multiple tracked users, but most of them require major changes to the display hardware of the VR system, such as additional projectors or custom VR glasses. Our approach does not require additional hardware, except the ability to track each participating user. We propose three versions of our multi-viewer algorithm. Each of them balances image distortion and frame rate in different ways, making them more or less suitable for certain application scenarios. Our most sophisticated algorithm renders each pixel from its own, optimized camera perspective, which depends on all tracked users' head positions and orientations.
机译:我们提出了一种新的方法,了解多个用户的视图如何在环绕虚体中呈现,而不使用特殊的多视图硬件。它基于屏幕的不同部分通常由不同的用户查看,使得它们可以从自己的视点呈现,或者至少从靠近其视图点的点呈现而不是传统上预期的点。绝大多数3D虚拟现实系统是为一个头部跟踪的用户设计的,以及许多被动观众。只有头部跟踪用户看到场景的正确视图,其他人都会看到扭曲的图像。我们通过算法在所有跟踪用户中的渲染视图中改造渲染视图来减少此问题。研究人员提出了多个跟踪用户的解决方案,但大多数都需要对VR系统的显示硬件进行重大变化,例如额外的投影仪或自定义VR眼镜。除了跟踪每个参与用户的能力之外,我们的方法不需要额外的硬件。我们提出了三个版本的多视图算法。它们中的每一个都以不同的方式余额,使它们或多或少适合某些应用方案。我们最复杂的算法从其自己的优化相机透视图呈现每个像素,这取决于所有跟踪用户的头部位置和方向。

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