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Proxy-guided Image-based Rendering for Mobile Devices

机译:基于代理的移动设备基于图像的渲染

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摘要

VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server-side dual-view representation that leverages an optimally-placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide-angle projection with favorable directional parameterization. A new client-side IBR algorithm uses a pre-transmitted level-of-detail proxy with an encaging simplification and depth-carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR/mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons.
机译:VR耳机和手持设备的功能不足以实时渲染复杂的场景。服务器可以执行渲染任务,但是网络延迟会阻止良好的用户体验。我们提出了一种新的基于图像的渲染(IBR)架构来掩盖延迟。它甚至可以在非常弱的移动设备上实时运行,支持现代游戏引擎图形,即使在大视角位移下也可以保持较高的视觉质量。我们提出了一种新颖的服务器端双视图表示,该视图利用最佳放置的额外视图和深度剥离功能为客户端提供覆盖消隐孔的覆盖范围。这种表示直接在具有有利方向参数化的新型广角投影中进行。一种新的客户端IBR算法使用预传输的详细程度代理,并进行简化和深度雕刻,以维护高度复杂的几何细节。我们通过在移动硬件上运行的典型VR /移动游戏应用程序演示了我们的方法。根据感知和数值比较,我们的技术优于竞争方法。

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