We present a networked, high performance graphics system that combines dynamic, high quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides many of the image quality benefits of real-time ray tracing on low-power and legacy hardware, while maintaining a low latency response and mobile form factor. Our system distributes the graphic pipeline over a network by computing diffuse global illumination on a remote machine. Global illumination is computed using a recent irradiance volume representation combined with a novel, lossless, HEVC-based, hardware-accelerated encoding, and a perceptually-motivated update scheme. Our experimental implementation streams thousands of irradiance probes per second and requires less than 50 Mbps of throughput, reducing the consumed bandwidth by 99.4% when streaming at 60 Hz compared to traditional lossless texture compression. This bandwidth reduction allows higher quality and lower latency graphics than state-of-the-art remote rendering via video streaming. In addition, our split-rendering solution decouples remote computation from local rendering and so does not limit local display update rate or resolution.
翻译:我们展示了一个网络化的高性能图形系统,该系统将动态、高质量、高品质、射线追踪的全球光化结合起来,在服务器上计算,直接照明,在客户上进行初级可见度计算。这种方法提供了对低功率和遗留硬件实时光追踪的许多图像质量效益,同时保持低潜伏反应和移动形式因子。我们的系统通过在远程机器上计算分散的全球光化,在网络上分配图形管道。全球光化的计算使用最近的辐照量代表器,同时使用新颖、无损的、基于HEVC的硬件加速编码和感官驱动的更新计划。此外,我们的实验性辐射探测流每秒有数千个辐射探测器,需要不到50兆字节的输送量,在60赫兹流中将消耗的带宽度减少99.4%,而传统无损的纹理压缩则减少99.4%。这种带宽度降低可以比通过视频流流流传输的状态、无损的远程显示更高质量和低纬度图形。此外,我们的分裂式解解解解解解决方案不是本地分辨率的更新。