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:虚拟现实系统为科学研究和消费娱乐提供了很多机会,但它们比传统桌面应用程序更具挑战性,并需要有线连接到桌面才能获得最大质量。单机选项不需要连接到计算机,但是它们由移动GPU驱动,在比较桌面渲染的同时提供了有限的功率。为了在移动设备上提高性能,可采用服务器渲染为客户端渲染帧的替代方法,并将客户端主要视为显示设备。然而,当前的流媒体解决方案由于处理和网络要求以及客户端被低效利用而普遍存在高端到端延迟的问题。我们提出了一种分割渲染的网络方法,以实现更快的移动设备端到端图像呈现速率,同时保持图像质量。我们提出的解决方案在服务器端GPU和移动客户端之间使用图像空间分割的劳动力分工,并实现了显着快于客户端单独渲染和比较依赖服务器的轻客户端方法的运行时。