An Image-Warping Architecture for VR: Low Latency versus Image Quality

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....

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Bibliographic Details
Published in2009 IEEE Virtual Reality Conference pp. 27 - 34
Main Authors Smit, Ferdi, van Liere, Robert, Beck, Stephan, Froehlich, Bernd
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.03.2009
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Summary: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 interaction tasks such as navigation and object manipulation.
ISBN:9781424439430
1424439434
ISSN:1087-8270
DOI:10.1109/VR.2009.4810995