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. 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 int...
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run...
Virtual reality systems are primarily concerned with the presentation of realistic 3D graphics to th...
Virtual Reality (VR) has grown to become state-of-the-art technology in many business- and consumer ...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
We introduce an architecture for smooth motion in virtual environments. The system performs forward ...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Systems that provide remote viewing of three-dimensional data with interactive viewpoint control mus...
Systems that provide remote viewing of three-dimensional data with interactive viewpoint control mus...
Two important technical objectives of virtual-reality systems are to provide compelling visuals and ...
© 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be ...
Over the past decades, the vast improvement in graphics technology makes graphical applications able...
VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A s...
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per...
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run...
Virtual reality systems are primarily concerned with the presentation of realistic 3D graphics to th...
Virtual Reality (VR) has grown to become state-of-the-art technology in many business- and consumer ...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
Designing low end-to-end latency system architectures for virtual reality is still an open and chall...
We introduce an architecture for smooth motion in virtual environments. The system performs forward ...
Display systems typically operate at a minimum rate of 60 Hz. However, existing VR-architectures gen...
Systems that provide remote viewing of three-dimensional data with interactive viewpoint control mus...
Systems that provide remote viewing of three-dimensional data with interactive viewpoint control mus...
Two important technical objectives of virtual-reality systems are to provide compelling visuals and ...
© 2016 IEEE.Latency-the delay between a users action and the response to this action-is known to be ...
Over the past decades, the vast improvement in graphics technology makes graphical applications able...
VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A s...
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per...
© 2015 IEEE.In virtual reality applications, there is an aim to provide real time graphics which run...
Virtual reality systems are primarily concerned with the presentation of realistic 3D graphics to th...
Virtual Reality (VR) has grown to become state-of-the-art technology in many business- and consumer ...