...
首页> 外文期刊>The Visual Computer >An asynchronous method for cloud-based rendering
【24h】

An asynchronous method for cloud-based rendering

机译:一种基于云的渲染的异步方法

获取原文
获取原文并翻译 | 示例

摘要

Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients.
机译:在许多消费类设备上仍无法实现交互式高保真渲染。云游戏服务已显示出提供超出用户设备的单独功能的交互式图形的希望。但是,这些系统中存在许多缺点:较高的分辨率需要较高的网络带宽,并且由于网络波动而导致的输入滞后会严重破坏用户体验。在本文中,我们提出了一种基于分布式渲染管道的交互式高保真图形的可伸缩解决方案,其中在客户端设备上计算直接照明,在云中计算间接照明。客户端设备保留用于间接照明的本地缓存,该缓存使用对象空间表示进行异步更新。这使我们能够在不受显示性能影响的情况下,实现对交互式显示速率的交互速率,而交互式显示速率不受网络性能的限制。此外,在多用户环境中,间接照明的计算在参与的客户端上摊销。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号