PIM-VR: Erasing Motion Anomalies In Highly-Interactive Virtual Reality World with Customized Memory Cube

Chenhao Xie, Xingyao Zhang, Ang Li, Xin Fu, S. Song
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引用次数: 18

Abstract

With the revolutionary innovations emerging in the computer graphics domain, virtual reality (VR) has become increasingly popular and shown great potential for entertainment, medical simulation and education. In the highly interactive VR world, the motion-to-photon delay (MPD) which represents the delay from users’ head motion to the responded image displayed on their head devices, is the most critical factor for a successful VR experience. Long MPD may cause users to experience significant motion anomalies: judder, lagging and sickness. In order to achieve the short MPD and alleviate the motion anomalies, asynchronous time warp (ATW) which is known as an image re-projection technique, has been proposed by VR vendors to map the previously rendered frame to the correct position using the latest headmotion information. However, after a careful investigation on the efficiency of the current GPU-accelerated ATW through executing real VR applications on modern VR hardware, we observe that the state-of-the-art ATW technique cannot deliver the ideal MPD and often misses the refresh deadline, resulting in reduced frame rate and motion anomalies. This is caused by two major challenges: inefficient VR execution model and intensive off-chip memory accesses. To tackle these, we propose a preemption-free Processing-In-Memory based ATW design which asynchronously executes ATW within a 3D-stacked memory, without interrupting the rendering tasks on the host GPU. We also identify a redundancy reduction mechanism to further simplify and accelerate the ATW operation. A comprehensive evaluation of our proposed design demonstrates that our PIM-based ATW can achieve the ideal MPD and provide superior user experience. Finally, we provide a design space exploration to showcase different design choices for the PIM-based ATW design, and the results show that our design scales well in future VR scenarios with higher frame resolution and even lower ideal MPD.
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PIM-VR:在高度交互的虚拟现实世界中使用定制内存立方体消除运动异常
随着计算机图形学领域的革命性创新,虚拟现实(VR)越来越受欢迎,并在娱乐、医疗模拟和教育方面显示出巨大的潜力。在高度互动的VR世界中,动作到光子延迟(MPD)是VR体验成功的最关键因素,它代表了用户头部运动到头部设备上显示的响应图像的延迟。长MPD可能会导致用户体验到明显的运动异常:抖动、滞后和恶心。为了实现较短的MPD和减轻运动异常,VR厂商提出了一种称为异步时间扭曲(ATW)的图像重投影技术,利用最新的头部运动信息将之前渲染的帧映射到正确的位置。然而,通过在现代VR硬件上执行真实的VR应用程序,对当前gpu加速ATW的效率进行仔细调查后,我们发现最先进的ATW技术无法提供理想的MPD,并且经常错过刷新截止日期,导致帧率降低和运动异常。这主要是由两大挑战造成的:低效的VR执行模型和密集的片外内存访问。为了解决这些问题,我们提出了一种基于内存中无抢占处理的ATW设计,该设计在3d堆叠内存中异步执行ATW,而不会中断主机GPU上的渲染任务。我们亦订定减少冗余的机制,以进一步简化和加快空管系统的运作。对我们提出的设计的综合评估表明,我们基于pim的ATW可以实现理想的MPD,并提供卓越的用户体验。最后,我们提供了一个设计空间探索,展示了基于pim的ATW设计的不同设计选择,结果表明我们的设计在未来的VR场景中具有更高的帧分辨率和更低的理想MPD。
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