An Image-Warping Architecture for VR: Low Latency versus Image Quality

F. Smit, R. V. Liere, S. Beck, B. Fröhlich
{"title":"An Image-Warping Architecture for VR: Low Latency versus Image Quality","authors":"F. Smit, R. V. Liere, S. Beck, B. Fröhlich","doi":"10.1109/VR.2009.4810995","DOIUrl":null,"url":null,"abstract":"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.","PeriodicalId":433266,"journal":{"name":"2009 IEEE Virtual Reality Conference","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2009-03-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"34","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2009 IEEE Virtual Reality Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/VR.2009.4810995","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 34

Abstract

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.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
用于VR的图像扭曲架构:低延迟与图像质量
设计低端到端延迟的虚拟现实系统架构仍然是一个开放和具有挑战性的问题。我们描述了一个客户端-服务器深度图像扭曲架构的设计、实现和评估,该架构以显示器的刷新率更新和显示场景图形。我们的方法适用于由动态和交互式对象组成的场景。端到端延迟最小化,并产生平滑的对象运动。然而,这是以牺牲扭曲技术固有的图像质量为代价的。我们通过将延迟和图像质量与传统渲染系统进行比较来评估架构及其设计权衡。我们使用该系统的经验证实,该方法促进了常见的交互任务,如导航和对象操作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Creating Virtual 3D See-Through Experiences on Large-size 2D Displays A Game Theoretic Approach for Modeling User-System Interaction in Networked Virtual Environments Explosion Diagrams in Augmented Reality Multiple Behaviors Generation by 1 D.O.F. Mobile Robot Efficient Large-Scale Sweep and Prune Methods with AABB Insertion and Removal
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1