利用时空视觉的局限性,实现更高效的VR渲染

IF 4.7 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING IEEE Transactions on Visualization and Computer Graphics Pub Date : 2018-08-12 DOI:10.1145/3230744.3230760
G. Denes, Kuba Maruszczyk, Rafal Mantiuk
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引用次数: 0

摘要

越来越高的虚拟现实(VR)显示分辨率和高质量的抗混叠使得VR渲染变得非常昂贵。在双目装置中,每秒90次生成这些复杂的帧需要大量的计算能力。从GPU到VR头显的帧无线传输带来了另一个挑战,需要高带宽的专用链路。
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Exploiting the limitations of spatio-temporal vision for more efficient VR rendering
Increasingly higher virtual reality (VR) display resolutions and good-quality anti-aliasing make rendering in VR prohibitively expensive. The generation of these complex frames 90 times per second in a binocular setup demands substantial computational power. Wireless transmission of the frames from the GPU to the VR headset poses another challenge, requiring high-bandwidth dedicated links.
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来源期刊
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics 工程技术-计算机:软件工程
CiteScore
10.40
自引率
19.20%
发文量
946
审稿时长
4.5 months
期刊介绍: TVCG is a scholarly, archival journal published monthly. Its Editorial Board strives to publish papers that present important research results and state-of-the-art seminal papers in computer graphics, visualization, and virtual reality. Specific topics include, but are not limited to: rendering technologies; geometric modeling and processing; shape analysis; graphics hardware; animation and simulation; perception, interaction and user interfaces; haptics; computational photography; high-dynamic range imaging and display; user studies and evaluation; biomedical visualization; volume visualization and graphics; visual analytics for machine learning; topology-based visualization; visual programming and software visualization; visualization in data science; virtual reality, augmented reality and mixed reality; advanced display technology, (e.g., 3D, immersive and multi-modal displays); applications of computer graphics and visualization.
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