Title | ||
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A shared-scene-graph image-warping architecture for VR: Low latency versus image quality |
Abstract | ||
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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. |
Year | DOI | Venue |
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2010 | 10.1016/j.cag.2009.10.006 | Computers & Graphics |
Keywords | DocType | Volume |
Virtual reality,Image-based rendering,Latency | Journal | 34 |
Issue | ISSN | Citations |
1 | 0097-8493 | 1 |
PageRank | References | Authors |
0.38 | 7 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Ferdi Smit | 1 | 48 | 5.54 |
Robert van Liere | 2 | 399 | 54.57 |
Stephan Beck | 3 | 168 | 11.27 |
Bernd Froehlich | 4 | 607 | 67.33 |