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Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices

机译:大海:在今天的移动设备上工程高质量的沉浸式虚拟现实

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Despite the growing market penetration, today's high-end virtual reality (VR) systems remain tethered, which not only limits users' VR experience but also creates a safety hazard. In this paper, we perform a systematic design study of the "elephant in the room" facing the VR industry - is it feasible to enable high-quality VR apps on untethered mobile devices such as smartphones? Our quantitative, performance-driven design study makes two contributions. First, we show that the QoE achievable for high-quality VR applications on today's mobile hardware and wireless networks via local rendering or offloading is about 10X away from the acceptable QoE, yet waiting for future mobile hardware or next-generation wireless networks (e.g., 5G) is unlikely to help, because of power limitation and the higher CPU utilization needed for processing packets under higher data rate. Second, we present Furion, a VR framework that enables high-quality, immersive mobile VR on today's mobile devices and wireless networks. Furion exploits a key insight about the VR workload that foreground interactions and background environment have contrasting predictability and rendering workload, and employs a split renderer architecture running on both the phone and the server. Supplemented with video compression, use of panoramic frames, parallel decoding on multiple cores on the phone, and view-based bitrate adaptation we demonstrate Furion can support high-quality VR apps on today's smartphones over WiFi, with under 14 ms latency and 60 FPS (the phone display refresh rate).
机译:尽管市场渗透不断增长,但今天的高端虚拟现实(VR)系统仍然是系紧张的,这不仅限制了用户的VR体验,而且产生了安全危险。在本文中,我们对VR行业的“房间里的大象”进行了系统的设计研究 - 这是可以在智能手机等未容性移动设备上实现高质量VR应用程序的可行性吗?我们的定量,性能驱动的设计研究有两项贡献。首先,我们表明,通过本地渲染或卸载在当地的移动硬件和无线网络上实现高质量VR应用的QoE可以远离可接受的QoE,但等待未来的移动硬件或下一代无线网络(例如,由于功率限制和在更高的数据速率下处理分组所需的较高CPU利用率,不太可能帮助。其次,我们展示了一个VR框架,它可以在今天的移动设备和无线网络上实现高质量的沉浸式移动VR。 Fution利用关于前景交互和背景环境对比可预测性和渲染工作负载的VR工作负载的关键洞察力,并采用在手机和服务器上运行的分体式渲染器架构。补充了视频压缩,在手机上使用全景框架,并行解码手机上的多个核心,我们展示了大海的比特率适应,可以在今天的WiFi上支持高质量的VR应用,超过14毫秒延迟和60 fps(手机显示刷新率)。

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