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. 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.
|Title of host publication||Proceedings 2009 IEEE Virtual Reality Conference (VR 2009, Lafayette LA, USA, March 14-18, 2009)|
|Editors||A. Steed, D. Reiners, R.W. Lindeman|
|Place of Publication||Piscataway, NJ|
|Publisher||IEEE Computer Society|
|Publication status||Published - 2009|
Smit, F. A., Liere, van, R., Beck, S., & Fröhlich, B. (2009). An image-warping architecture for VR : low latency versus image quality. In A. Steed, D. Reiners, & R. W. Lindeman (Eds.), Proceedings 2009 IEEE Virtual Reality Conference (VR 2009, Lafayette LA, USA, March 14-18, 2009) (pp. 27-34). Piscataway, NJ: IEEE Computer Society. https://doi.org/10.1109/VR.2009.4810995