6 Lataukset (Pure)

Abstrakti

Remote rendering systems comprise powerful servers that render graphics on behalf of low-end client devices and stream the graphics as compressed video, enabling high end gaming and Virtual Reality on those devices. One key challenge with them is the amount of bandwidth required for streaming high quality video. Humans have spatially non-uniform visual acuity: We have sharp central vision but our ability to discern details rapidly decreases with angular distance from the point of gaze. This phenomenon called foveation can be taken advantage of to reduce the need for bandwidth. In this paper, we study three different methods to produce a foveated video stream of real-Time rendered graphics in a remote rendered system: 1) foveated shading as part of the rendering pipeline, 2) foveation as post processing step after rendering and before video encoding, 3) foveated video encoding. We report results from a number of experiments with these methods. They suggest that foveated rendering alone does not help save bandwidth. Instead, the two other methods decrease the resulting video bitrate significantly but they also have different quality per bit and latency profiles, which makes them desirable solutions in slightly different situations.

AlkuperäiskieliEnglanti
OtsikkoMMSys 2021 - Proceedings of the 2021 Multimedia Systems Conference
KustantajaACM
Sivut215-226
Sivumäärä12
ISBN (elektroninen)9781450384346
DOI - pysyväislinkit
TilaJulkaistu - 15 heinäkuuta 2021
OKM-julkaisutyyppiA4 Artikkeli konferenssijulkaisuussa
TapahtumaACM Multimedia Systems Conference - Virtual, Online, Turkki
Kesto: 28 syyskuuta 20211 lokakuuta 2021
Konferenssinumero: 12

Conference

ConferenceACM Multimedia Systems Conference
LyhennettäMMSys
Maa/AlueTurkki
KaupunkiVirtual, Online
Ajanjakso28/09/202101/10/2021

Sormenjälki

Sukella tutkimusaiheisiin 'Foveated streaming of real-Time graphics'. Ne muodostavat yhdessä ainutlaatuisen sormenjäljen.

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