Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The visible differences predictor: an algorithm for the assessment of image fidelity
Digital images and human vision
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Reflex HMD to Compensate Lag and Correction of Derivative Deformation
VR '02 Proceedings of the IEEE Virtual Reality Conference 2002
Characterization of End-to-End Delays in Head-Mounted Display Systems
Characterization of End-to-End Delays in Head-Mounted Display Systems
Postrendering 3d image warping: visibility, reconstruction, and performance for depth-image warping
Postrendering 3d image warping: visibility, reconstruction, and performance for depth-image warping
PixelView: a view-independent graphics rendering architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
A simple method for estimating the latency of interactive, real-time graphics simulations
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
A Programmable Display Layer for Virtual Reality System Architectures
IEEE Transactions on Visualization and Computer Graphics
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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Designing low end-to-end latency system architectures for virtual reality is still an open and challenging problem. We describe the design, implementation and evaluation of a client-server depth-image warping architecture that updates and displays the scene graph at the refresh rate of the display. Our approach works for scenes consisting of dynamic and interactive objects. The end-to-end latency is minimized as well as smooth object motion generated. However, this comes at the expense of image quality inherent to warping techniques. To improve image quality, we present a novel way of detecting and resolving occlusion errors due to warping. Furthermore, we investigate the use of asynchronous data transfers to increase the architecture's performance in a multi-GPU setting. Besides polygonal rendering, we also apply image-warping techniques to iso-surface rendering. Finally, we evaluate the architecture and its design trade-offs by comparing latency and image quality to a conventional rendering system. Our experience with the system confirms that the approach facilitates common interaction tasks such as navigation and object manipulation.