Xu Sen-Zhe, Liu Jia-Hong, Wang Miao, Zhang Fang-Lue, Zhang Song-Hai
IEEE Trans Vis Comput Graph. 2024 Apr;30(4):1916-1926. doi: 10.1109/TVCG.2023.3251648. Epub 2024 Feb 28.
With the recent rise of Metaverse, online multiplayer VR applications are becoming increasingly prevalent worldwide. However, as multiple users are located in different physical environments, different reset frequencies and timings can lead to serious fairness issues for online collaborative/competitive VR applications. For the fairness of online VR apps/games, an ideal online RDW strategy must make the locomotion opportunities of different users equal, regardless of different physical environment layouts. The existing RDW methods lack the scheme to coordinate multiple users in different PEs, and thus have the issue of triggering too many resets for all the users under the locomotion fairness constraint. We propose a novel multi-user RDW method that is able to significantly reduce the overall reset number and give users a better immersive experience by providing a fair exploration. Our key idea is to first find out the "bottleneck" user that may cause all users to be reset and estimate the time to reset given the users' next targets, and then redirect all the users to favorable poses during that maximized bottleneck time to ensure the subsequent resets can be postponed as much as possible. More particularly, we develop methods to estimate the time of possibly encountering obstacles and the reachable area for a specific pose to enable the prediction of the next reset caused by any user. Our experiments and user study found that our method outperforms existing RDW methods in online VR applications.
随着元宇宙最近的兴起,在线多人虚拟现实应用在全球范围内越来越普遍。然而,由于多个用户位于不同的物理环境中,不同的重置频率和时间可能会给在线协作/竞争虚拟现实应用带来严重的公平性问题。为了实现在线虚拟现实应用程序/游戏的公平性,理想的在线重定向行走(RDW)策略必须使不同用户的移动机会均等,而不管不同的物理环境布局如何。现有的RDW方法缺乏在不同物理环境中协调多个用户的方案,因此在移动公平性约束下,所有用户都会出现触发过多重置的问题。我们提出了一种新颖的多用户RDW方法,该方法能够显著减少整体重置次数,并通过提供公平的探索为用户带来更好的沉浸式体验。我们的关键思想是首先找出可能导致所有用户重置的“瓶颈”用户,并根据用户的下一个目标估计重置时间,然后在最大化的瓶颈时间内将所有用户重定向到有利的姿势,以确保尽可能推迟后续的重置。更具体地说,我们开发了一些方法来估计可能遇到障碍物的时间以及特定姿势的可到达区域,以便能够预测由任何用户引起的下一次重置。我们的实验和用户研究发现,我们的方法在在线虚拟现实应用中优于现有的RDW方法。