Priority rendering with a virtual reality address recalculation pipeline

Matthew J. P. Regan, R. Pose
{"title":"Priority rendering with a virtual reality address recalculation pipeline","authors":"Matthew J. P. Regan, R. Pose","doi":"10.1145/192161.192192","DOIUrl":null,"url":null,"abstract":"Virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. An address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. As a result the user perceived latency to head rotations is minimal. Using such a controller with image composition it is possible to render different objects within the world at different rate, thus it is possible to concentrate the available rendering power on the sections of the scene that change the most. The concentration of rendering power is known as priority rendering. Reductions of one order of magnitude in the number of objects rendered for an entire scene have been observed when using priority rendering. When non interactive background scenes which are rendered with a high quality rendering algorithm such as ray tracing are added to the world, highly realistic virtual worlds are possible with little or no latency.","PeriodicalId":151245,"journal":{"name":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","volume":"189 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1994-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"179","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 21st annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/192161.192192","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 179

Abstract

Virtual reality systems are placing never before seen demands on computer graphics hardware, yet few graphics systems are designed specifically for virtural reality. An address recalculation pipeline is a graphics display controller specifically designed for use with head mounted virtual reality systems, it performs orientation viewport mapping after rendering which means the users head orientation does not need to be known accurately until less than a microsecond before the first pixel of an update frame is actually sent to the head mounted display device. As a result the user perceived latency to head rotations is minimal. Using such a controller with image composition it is possible to render different objects within the world at different rate, thus it is possible to concentrate the available rendering power on the sections of the scene that change the most. The concentration of rendering power is known as priority rendering. Reductions of one order of magnitude in the number of objects rendered for an entire scene have been observed when using priority rendering. When non interactive background scenes which are rendered with a high quality rendering algorithm such as ray tracing are added to the world, highly realistic virtual worlds are possible with little or no latency.
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
优先渲染与虚拟现实地址重新计算管道
虚拟现实系统对计算机图形硬件提出了前所未有的要求,但很少有图形系统是专门为虚拟现实设计的。地址重新计算管道是一个专门为头戴式虚拟现实系统设计的图形显示控制器,它在渲染后执行方向视口映射,这意味着在更新帧的第一个像素实际发送到头戴式显示设备之前不到一微秒,就不需要准确地知道用户的头部方向。因此,用户感知到的头部旋转延迟是最小的。使用这样的图像合成控制器,可以以不同的速率渲染世界中的不同对象,因此可以将可用的渲染能力集中在场景中变化最大的部分。渲染能力的集中被称为优先渲染。当使用优先渲染时,在整个场景中渲染的对象数量减少了一个数量级。当使用高质量的渲染算法(如光线追踪)渲染的非交互式背景场景添加到世界中时,高度逼真的虚拟世界可能会有很少或没有延迟。
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
Computer graphics, are we forcing people to evolve? A fast shadow algorithm for area light sources using backprojection Drawing and animation using skeletal strokes Fast computation of shadow boundaries using spatial coherence and backprojections A framework for the analysis of error in global illumination algorithms
×
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