A shared-scene-graph image-warping architecture for VR : low latency versus image quality

F.A. Smit, R. Liere, van, S. Beck, B. Fröhlich

Onderzoeksoutput: Bijdrage aan tijdschriftTijdschriftartikelAcademicpeer review

5 Citaties (Scopus)

Uittreksel

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. To improve image quality, we present a novel way of detecting and resolving occlusion errors due to warping. Furthermore, we investigate the use of asynchronous data transfers to increase the architecture's performance in a multi-GPU setting. Besides polygonal rendering, we also apply image-warping techniques to iso-surface rendering. Finally, 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.
TaalEngels
Pagina's3-16
TijdschriftComputers and Graphics
Volume34
Nummer van het tijdschrift1
DOI's
StatusGepubliceerd - 2010

Vingerafdruk

Image quality
Data transfer
Virtual reality
Navigation
Servers
Display devices
Graphics processing unit
Rendering (computer graphics)

Citeer dit

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A shared-scene-graph image-warping architecture for VR : low latency versus image quality. / Smit, F.A.; Liere, van, R.; Beck, S.; Fröhlich, B.

In: Computers and Graphics, Vol. 34, Nr. 1, 2010, blz. 3-16.

Onderzoeksoutput: Bijdrage aan tijdschriftTijdschriftartikelAcademicpeer review

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