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Synchronous Remote Rendering for VR

机译:用于VR的同步远程渲染

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摘要

Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. For example, remote rendering on an intranet at 90 fps with a server located approximately 50 km away yielded just 0.002% stalled frames while rendering with extra latency corresponding to the duration of exactly one frame (11.1 ms at 90 fps). In a LAN without extra latency setting, i.e., with latency equal to locally rendered VR, 0.009% stalls were observed while using a wired Ethernet connection and 0.058% stalls when using 5 GHz wireless IEEE 802.11 ac.
机译:VR的远程渲染是一种技术,可实现低功耗设备上的高质量VR。这是通过将重型计算卸载到将VR作为视频传输到客户端的高功率服务器来实现。当客户端和服务器之间的不完美帧时序可能导致重复框架液滴时,本文重点介绍远程渲染中的一个特定问题。我们提出了一个系统设计,它同步执行并消除上述问题。显示设计,使用各种网络和硬件测试实现。如果由于网络延迟尖峰或损失,则设计由于同步问题而不能丢弃帧,但是如果发生时间扰动,则可能会失速。然而,实验证实,在适当的环境中,这些事件可以保持罕见。例如,在Intranet上的远程渲染在90 fps的内部网上的服务器距离大约50公里的服务器仅产生0.002%停滞框架,同时渲染与恰好恰好的额外延迟相对应(11.1ms为90 fps的11.1ms)。在没有额外延迟设置的LAN中,即使用等于本地呈现VR的延迟,在使用有线以太网连接和使用5 GHz无线IEEE 802.11 AC时,使用有线以太网连接和0.058%的摊位观察0.009%的摊位。

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