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A shared-scene-graph image-warping architecture for VR: Low latency versus image quality

机译:用于VR的共享场景图图像变形架构:低延迟与图像质量

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摘要

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. To improve image quality, we present a novel way of detecting and resolving occlusion errors due to warping. Furthermore, we investigate the use of asynchronous data transfers to increase the architecture's performance in a multi-GPU setting. Besides polygonal rendering, we also apply image-warping techniques to iso-surface rendering. Finally, 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到端延迟系统架构仍然是一个开放且具有挑战性的问题。我们描述了客户端-服务器深度图像扭曲体系结构的设计,实现和评估,该体系结构以显示的刷新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。端到端的等待时间以及生成的平滑对象运动被最小化。但是,这是以扭曲技术固有的图像质量为代价的。为了提高图像质量,我们提出了一种检测和解决由于翘曲引起的遮挡错误的新颖方法。此外,我们研究了在多GPU设置中使用异步数据传输来提高体系结构的性能。除了多边形渲染外,我们还将图像变形技术应用于等值面渲染。最后,我们通过将延迟和图像质量与常规渲染系统进行比较来评估体系结构及其设计折衷。我们在系统上的经验证实,该方法可促进常见的交互任务,例如导航和对象操纵。

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