Denes Gyorgy, Maruszczyk Kuba, Ash George, Mantiuk Rafal K
IEEE Trans Vis Comput Graph. 2019 May;25(5):2072-2082. doi: 10.1109/TVCG.2019.2898741. Epub 2019 Feb 18.
Rendering in virtual reality (VR) requires substantial computational power to generate 90 frames per second at high resolution with good-quality antialiasing. The video data sent to a VR headset requires high bandwidth, achievable only on dedicated links. In this paper we explain how rendering requirements and transmission bandwidth can be reduced using a conceptually simple technique that integrates well with existing rendering pipelines. Every even-numbered frame is rendered at a lower resolution, and every odd-numbered frame is kept at high resolution but is modified in order to compensate for the previous loss of high spatial frequencies. When the frames are seen at a high frame rate, they are fused and perceived as high-resolution and high-frame-rate animation. The technique relies on the limited ability of the visual system to perceive high spatio-temporal frequencies. Despite its conceptual simplicity, correct execution of the technique requires a number of non-trivial steps: display photometric temporal response must be modeled, flicker and motion artifacts must be avoided, and the generated signal must not exceed the dynamic range of the display. Our experiments, performed on a high-frame-rate LCD monitor and OLED-based VR headsets, explore the parameter space of the proposed technique and demonstrate that its perceived quality is indistinguishable from full-resolution rendering. The technique is an attractive alternative to reprojection and resolution reduction of all frames.
在虚拟现实(VR)中进行渲染需要强大的计算能力,以便在高分辨率下以高质量抗锯齿生成每秒90帧的画面。发送到VR头显的视频数据需要高带宽,这只有在专用链路上才能实现。在本文中,我们解释了如何使用一种概念上简单的技术来降低渲染要求和传输带宽,该技术能与现有的渲染管道很好地集成。每隔一帧以较低分辨率渲染,而每隔一帧保持高分辨率,但会进行修改以补偿之前高空间频率的损失。当以高帧率观看这些帧时,它们会融合在一起,并被视为高分辨率和高帧率的动画。该技术依赖于视觉系统感知高时空频率的能力有限。尽管该技术概念简单,但要正确执行需要一些不平凡的步骤:必须对显示器的光度时间响应进行建模,必须避免闪烁和运动伪像,并且生成的信号不能超过显示器的动态范围。我们在高帧率液晶显示器和基于OLED的VR头显上进行的实验,探索了所提出技术的参数空间,并证明其感知质量与全分辨率渲染难以区分。该技术是对所有帧进行重投影和降低分辨率的一种有吸引力的替代方案。