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SLAMCast: Large-Scale, Real-Time 3D Reconstruction and Streaming for Immersive Multi-Client Live Telepresence

机译:Slamcast:沉浸式多客户现场远程呈现的大规模,实时3D重建和流媒体

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摘要

Real-time 3D scene reconstruction from RGB-D sensor data, as well as the exploration of such data in VRiAR settings, has seen tremendous progress in recent years. The combination of both these components into telepresence systems, however, comes with significant technical challenges. All approaches proposed so far are extremely demanding on input and output devices, compute resources and transmission bandwidth, and they do not reach the level of immediacy required for applications such as remote collaboration. Here, we introduce what we believe is the first practical client-server system for real-time capture and many-user exploration of static 3D scenes. Our system is based on the observation that interactive frame rates are sufficient for capturing and reconstruction, and real-time performance is only required on the client site to achieve lag-free view updates when rendering the 3D model. Starting from this insight, we extend previous voxel block hashing frameworks by introducing a novel thread-safe GPU hash map data structure that is robust under massively concurrent retrieval, insertion and removal of entries on a thread level. We further propose a novel transmission scheme for volume data that is specifically targeted to Marching Cubes geometry reconstruction and enables a 90% reduction in bandwidth between server and exploration clients. The resulting system poses very moderate requirements on network bandwidth, latency and client-side computation, which enables it to rely entirely on consumer-grade hardware, including mobile devices. We demonstrate that our technique achieves state-of-the-art representation accuracy while providing, for any number of clients, an immersive and fluid lag-free viewing experience even during network outages.
机译:RGB-D传感器数据的实时3D场景重建,以及在vriar设置中的这种数据探索,近年来都显示出巨大进展。然而,这些组件的组合在讲真实系统中具有重要的技术挑战。迄今为止所提出的所有方法都非常苛刻的输入和输出设备,计算资源和传输带宽,并且它们不会达到远程协作等应用所需的即时性级别。在这里,我们介绍了我们认为是用于实时捕获和许多用户探索的第一个实用的客户端服务器系统。我们的系统基于观察到交互式帧速率足以用于捕获和重建,并且在客户端站点上仅需要实时性能以在渲染3D模型时实现滞后视图更新。从这种洞察力开始,我们通过在大规模并发检索,插入和删除线程上的条目下,通过引入新的线索块散列框架来扩展以前的体素块散列框架。我们进一步提出了一种新颖的传输方案,用于卷数据,专门针对行进的立方体几何重建,并且可以在服务器和探索客户端之间的带宽减少90%。结果系统对网络带宽,延迟和客户端计算的非常适中的要求,这使其能够完全依赖于包括移动设备的消费类硬件。我们证明,对于任何数量的客户,即使在网络中断期间,我们的技术也在提供最先进的代表性精度,同时为任何数量的客户提供沉重的和流体滞后的观看体验。

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