虚拟现实视频的注视点流

Miguel Fabián Romero Rondón, L. Sassatelli, F. Precioso, R. Aparicio-Pardo
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引用次数: 22

摘要

虽然虚拟现实(VR)代表了用户体验的一场革命,但目前的VR系统在不同方面都存在缺陷。目前的头戴式耳机难以自然对焦,导致视觉不适和认知超载,而高端头戴式耳机需要强大的硬件来进行场景合成。解决这些问题的主要解决方案之一是注视点渲染。我们考虑将存储的360°视频流式传输到具有眼动追踪和注视点渲染功能的VR头显的问题。我们的最终研究目标是制造高性能的注视点流系统,允许回放缓冲区建立以吸收网络变化,这在当前的建议中都不允许。我们展示了基于FOVE的注视点流原型,FOVE是首批商用耳机中的集成眼动仪之一。我们基于FOVE的Unity API设计了一个视线自适应流系统,使用一个低分辨率和一个高分辨率的片段,其中中央凹区域用每帧过滤器裁剪。然后在客户端合并低分辨率和高分辨率帧,以接近自然聚焦过程。
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Foveated streaming of virtual reality videos
While Virtual Reality (VR) represents a revolution in the user experience, current VR systems are flawed on different aspects. The difficulty to focus naturally in current headsets incurs visual discomfort and cognitive overload, while high-end headsets require tethered powerful hardware for scene synthesis. One of the major solutions envisioned to address these problems is foveated rendering. We consider the problem of streaming stored 360° videos to a VR headset equipped with eye-tracking and foveated rendering capabilities. Our end research goal is to make high-performing foveated streaming systems allowing the playback buffer to build up to absorb the network variations, which is permitted in none of the current proposals. We present our foveated streaming prototype based on the FOVE, one of the first commercially available headsets with an integrated eye-tracker. We build on the FOVE's Unity API to design a gaze-adaptive streaming system using one low- and one high-resolution segment from which the foveal region is cropped with per-frame filters. The low- and high-resolution frames are then merged at the client to approach the natural focusing process.
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