140 likes | 166 Views
This project aims to address latency issues in virtual environments, particularly in GPUs, through dataflow architectures and light field rendering techniques. Latency reduction is crucial for enhancing sensory coherence and presence in VR experiences, with latencies under 5ms being perceptible. The research also explores the limitations of current light field renderers and proposes validation experiments with latency interaction. References to previous studies on latency in VR systems and rendering methods are cited for background.
E N D
Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony Steed
Motivation: latency in virtual environments • Latency is the time between a user’s action and the response to this action • Latency in VR reduces sensory coherence • This coherence is key for creating a sense of presence • Latencies of 10-16 ms have been shown to have a significant negative effect • Latencies under 5 ms can be detected though
Motivation: latency in GPUs (Mine, 1993)
The Rendering Continuum (Zwicker, et al. 2000)
Dataflow Processing • True-Parallel Execution • No scheduler • Space taken is proportional to all possible operations • Resources are close by
Light Field Rendering (Gortler, et al. 1996)
Light Field Renderers • Have been implemented on GPUs and FPGAs • Captured with cameras or synthesized • Most practical applications have been to use them as a cache for volume renders • Current implementations are limited by memory (Birklbauer, et al 2013) (Regan, et al 1999)
Validation and Complications • Validate our renderer with latency interaction experiment • Possibly investigate phenomena where scale is hard to judge in VR • Possibly continue studies into detection during head rotations • Display will be difficult • Current displays have latencies of ~6 ms
Thank you (Birklbauer, et al. 2013)
References • Mine, M. R. (1993). Characterization of end-to-end delays in head-mounted display systems. University of North Carolina at Chapel Hill • Zwicker, M., Gross, M., & Pfister, H. (2000). A Survey and Classification of Real Time Rendering Methods. • Birklbauer, C., Opelt, S., & Bimber, O. (2013). Rendering Gigaray Light Fields. Computer Graphics Forum, 32(2pt4), 469–478. doi:10.1111/cgf.12067 • Gortler, S. J., Grzeszczuk, R., Szeliski, R., & Cohen, M. F. (1996). The lumigraph. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH ’96 (pp. 43–54). New York, New York, USA: ACM Press. doi:10.1145/237170.237200 • Regan, M. J. P., Miller, G. S. P., Rubin, S. M., & Kogelnik, C. (1999). A real-time low-latency hardware light-field renderer. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques - SIGGRAPH ’99 (pp. 287–290). New York, USA: ACM Press. doi:10.1145/311535.311569