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An efficient hybrid ray tracing and rasterizer architecture for mobile GPU 一种用于移动GPU的高效混合光线跟踪和光栅化架构
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818442
Won-Jong Lee, S. Hwang, Youngsam Shin, Jeong-Joon Yoo, Soojung Ryu
We present a bandwidth- and energy-efficient, hybrid ray tracing and rasterizer architecture for tile-based mobile GPU. In order to successfully commercialize mobile System on Chip (SoC), including ray tracing hardware solution, effective integration with rasterizer based on OpenGL---ES is indispensable for the performance and compatibility reason. Thus, recently, the traditional rasterizer-ray tracing hybrid approach is revisited to achieve this goal. The key factor for hybrid rendering is to reflect the fundamental principle of tile-based rendering on integrating the ray tracing hardware and mobile GPUs. Consequently, we propose a new architecture for hybrid rendering by combining new three features such as extended tile binning unit, tile prefetch, and per-tile power control. Simulation results show that our architecture is a potentially versatile solution for future mobile GPUs in low-energy devices because it provides as much as 31.7% better G-buffer bandwidth utilization and is up to 2.18 times better performance per unit energy compared to the ray tracing hardware-only solution.
我们提出了一种带宽和节能,混合光线跟踪和光栅化架构,用于基于tile的移动GPU。为了实现包括光线追踪硬件解决方案在内的移动片上系统(SoC)的成功商用,基于OpenGL—ES的栅格化技术与栅格化技术的有效集成是实现性能和兼容性的必要条件。因此,最近,传统的光栅器-射线跟踪混合方法被重新审视以实现这一目标。混合渲染的关键是将光线追踪硬件与移动gpu相结合,体现基于tile渲染的基本原理。因此,我们提出了一种新的混合渲染架构,该架构结合了三个新的特性,如扩展tile bin unit, tile prefetch和per tile power control。仿真结果表明,我们的架构是未来低能耗设备中移动gpu的潜在通用解决方案,因为它提供了高达31.7%的g缓冲带宽利用率,并且与光线追踪硬件解决方案相比,每单位能量的性能提高了2.18倍。
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引用次数: 5
Twech: a mobile platform to search and share visuo-tactile experiences Twech:一个搜索和分享视觉触觉体验的移动平台
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818461
Nobuhisa Hanamitsu, Haruki Nakamura, M. Nakatani, K. Minamizawa
When using social networking, users often upload digital media to capture their experiences, and this includes video or photos of meals, landscapes, gatherings of friends, etc. These events are captured with a camera, recorded by a microphone, or archived using a video camera. Such media provides us with visual, audible, or integrated audio-visual experiences. However, up until now, sharing one's corresponding haptic experiences has not been possible. If this haptic experience can be shared, the sensory feedback will be sufficiently compelling and easy to understand in order for a more complete experience from a first-person perspective.
在使用社交网络时,用户经常上传数字媒体来捕捉他们的体验,这包括吃饭、风景、朋友聚会等的视频或照片。这些事件用照相机捕捉,用麦克风记录,或用摄像机存档。这些媒体为我们提供了视觉、听觉或综合视听体验。然而,到目前为止,分享一个人相应的触觉体验是不可能的。如果这种触觉体验能够被分享,感官反馈就会足够吸引人且容易理解,从而从第一人称视角创造出更完整的体验。
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引用次数: 1
Augmented reality using high fidelity spherical panorama with HDRI 增强现实使用高保真球面全景与HDRI
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818445
Zi Siang See, M. Billinghurst, A. Cheok
This paper presents an experimental method and apparatus for producing spherical panoramas with high dynamic range imaging (HDRI). Our method is optimized for providing high fidelity augmented reality (AR) image-based environment recognition for mobile devices. Previous studies have shown that a pre-produced panorama image can be used to make AR tracking possible for mobile AR applications. However, there has been little research on determining the qualities of the source panorama image necessary for creating high fidelity AR experiences. Panorama image production can have various challenges that can result in inaccurate reproduction of images that do not allow correct virtual graphics to be registered in the AR scene. These challenges include using multiple angle photograph images that contain parallax error, nadir angle difficulty and limited dynamic range. For mobile AR, we developed a HDRI method that requires a single acquisition that extends the dynamic range from a digital negative. This approach that needs least acquisition time is to be used for multiple angles necessary for reconstructing accurately reproduced spherical panorama with sufficient luminance.
本文介绍了一种利用高动态范围成像(HDRI)制作球面全景图的实验方法和装置。我们的方法经过优化,可为移动设备提供高保真增强现实(AR)基于图像的环境识别。先前的研究表明,预先制作的全景图像可以用于移动AR应用程序的AR跟踪。然而,关于确定创建高保真AR体验所需的源全景图像质量的研究很少。全景图像制作可能面临各种挑战,这些挑战可能导致图像复制不准确,无法在AR场景中注册正确的虚拟图形。这些挑战包括使用包含视差误差的多角度照片图像,最低点角度困难和有限的动态范围。对于移动AR,我们开发了一种HDRI方法,需要从数字负片扩展动态范围的单次采集。这种获取时间最短的方法可用于重建精确再现的具有足够亮度的球形全景所需的多个角度。
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引用次数: 1
SMASH: synchronization media of athletes and spectator through haptic SMASH:通过触觉实现运动员和观众的同步媒体
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818439
Marie-Stephanie Iekura, H. Hayakawa, Keisuke Onoda, Yoichi Kamiyama, K. Minamizawa, M. Inami
What could we do if we were able to feel others experience in real time. SMASH is a system that provides sports experience of a person from a remote area to spectators at the stadium and television audience in real time. For example, in sports watching, the spectator, by holding the actuator build-in device in the hand, is able to feel the heartbeat of the athlete and the tactile sensation that the player has during a game like shooting a ball, steps, or smashing a shuttle. Sports watching experience using player view point with HMD is said to be the most close to the player, but it shuts the user from other spectators. By feeling the players sensation in the palm, the spectator is able to feel the player closer while enjoying sports watching with others and share their emotions. This system used with television broadcast and at stadium should bring different stage of synchronization with the athlete depending on the situation. In 2020, with the Tokyo Olympic and Paralympic games, new system for sports watching are expected to emerge, using not only tactile information, but information system using extension of any of the human senses are expected to come out.
如果我们能实时感受到别人的经历,我们能做些什么呢?SMASH是一种将偏远地区的人的体育体验实时提供给体育场观众和电视观众的系统。例如,在体育观看中,观众通过手持执行器内置设备,能够感受到运动员的心跳和运动员在比赛中的触觉,如投篮、迈步或击球。使用HMD的玩家视角观看体育比赛的体验据说是最接近玩家的,但它将用户与其他观众隔离开来。通过在手掌上感受球员的感觉,观众可以在与他人一起享受体育比赛的同时感受到球员的亲密,并分享他们的情感。该系统与电视转播和体育场馆配合使用,应根据不同的情况与运动员进行不同阶段的同步。2020年,随着东京奥运会和残奥会的举办,新的体育观看系统有望出现,不仅使用触觉信息,还有望出现使用任何人类感官延伸的信息系统。
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引用次数: 4
Tile-based path rendering for mobile device 移动设备的基于tile的路径渲染
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818449
Jeong-Joon Yoo, J. D. Lee, Sundeep Krishnadasan, Won-Jong Lee, J. Brothers, Soojung Ryu
In this paper, we present a tile-based path rendering scheme that provides a fast rendering on mobile device. Because legacy path rendering schemes have memory or computing intensive work, they do not provide an enough performance (fps) on mobile device. To get an acceptable performance, we propose using tile-based approach for path rendering on mobile device. The design goal of our scheme has two folds: 1) Minimize memory I/O, 2) Minimize computation. Because our scheme effectively reduces memory I/O and computation simultaneously, we can get an acceptable high performance of path rendering on mobile device.
在本文中,我们提出了一种基于tile的路径渲染方案,该方案提供了在移动设备上的快速渲染。由于遗留路径呈现方案需要大量的内存或计算,因此它们不能在移动设备上提供足够的性能(fps)。为了获得可接受的性能,我们建议使用基于tile的方法在移动设备上进行路径渲染。我们方案的设计目标有两个方面:1)最小化内存I/O, 2)最小化计算。由于我们的方案同时有效地减少了内存I/O和计算量,我们可以在移动设备上获得可接受的高性能路径渲染。
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引用次数: 6
The internet of (showbiz) things: scalability issues in deploying and supporting networked multimedia experience. (娱乐业)物联网:部署和支持网络多媒体体验的可伸缩性问题。
Pub Date : 2015-11-02 DOI: 10.1145/2818427.2818432
Michela Ledwidge, Andrew Burrell
Mod is a small studio creating interactive stories and immersive experiences. The bespoke nature of our work coupled with small budgets has required ingenuity around the use of mobile graphics and interactive applications. We examine operational challenges and lessons learned across three exhibitions that demonstrate iterative development and pitfalls in creating a more playful "plug-and-play" Internet of Things eco-system for creative multimedia experience.
Mod是一家小型工作室,创造互动故事和沉浸式体验。我们的工作是定制化的,再加上预算少,这就要求我们在使用手机图像和互动应用程序方面要有独创性。我们研究了三个展览的运营挑战和经验教训,这些展览展示了在为创意多媒体体验创建一个更有趣的“即插即用”物联网生态系统时的迭代开发和陷阱。
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引用次数: 0
SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications 2015亚洲移动图形与交互应用
Pub Date : 1900-01-01 DOI: 10.1145/2818427
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引用次数: 0
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SIGGRAPH Asia 2015 Mobile Graphics and Interactive Applications
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