Virtual Reality systems provide many opportunities for scientific research and consumer enjoyment; however, they are more demanding than traditional desktop applications and require a wired connection to desktops in order to enjoy maximum quality. Standalone options that are not connected to computers exist, yet they are powered by mobile GPUs, which provide limited power in comparison to desktop rendering. Alternative approaches to improve performance on mobile devices use server rendering to render frames for a client and treat the client largely as a display device. However, current streaming solutions largely suffer from high end-to-end latency due to processing and networking requirements, as well as underutilization of the client. We propose a networked split-rendering approach to achieve faster end-to-end image presentation rates on the mobile device while preserving image quality. Our proposed solution uses an image-space division of labour between the server-side GPU and the mobile client, and achieves a significantly faster runtime than client-only rendering and than using a thin-client approach, which is mostly reliant on the server.
翻译:虚拟系统为科学研究和消费者娱乐提供了许多机会;然而,它们比传统的桌面应用程序要求更高,需要与桌面有线连接才能达到最高质量。与计算机没有连接的独立选项存在,但由移动GPU提供动力,与桌面翻版相比,这些选项提供的权力有限。改进移动设备性能的替代方法利用服务器为客户提供框架,并在很大程度上将客户作为显示设备对待。然而,由于处理和联网要求,以及客户利用不足,目前的流流解决方案在很大程度上存在端到端的悬浮。我们建议网络化的拆换方法,以便在移动设备上实现更快的端到端图像显示率,同时保持图像质量。我们提议的解决方案在服务器-端的GPU和移动客户之间使用图像空间分工,实现比客户专用生成和使用薄客户方法快得多的运行时间,后者主要依赖服务器。