VR headsets and hand-held devices are not powerful enough to render complex scenes in real-time. A server can take on the rendering task, but network latency prohibits a good user experience. We present a new image-based rendering (IBR) architecture for masking the latency. It runs in real-time even on very weak mobile devices, supports modern game engine graphics, and maintains high visual quality even for large view displacements. We propose a novel server-side dual-view representation that leverages an optimally-placed extra view and depth peeling to provide the client with coverage for filling disocclusion holes. This representation is directly rendered in a novel wide-angle projection with favorable directional parameterization. A new client-side IBR algorithm uses a pre-transmitted level-of-detail proxy with an encaging simplification and depth-carving to maintain highly complex geometric detail. We demonstrate our approach with typical VR/mobile gaming applications running on mobile hardware. Our technique compares favorably to competing approaches according to perceptual and numerical comparisons.
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Bernhard Reinert, Johannes Kopf, Tobias Ritschel, Eduardo Cuervo, David Chu, Hans-Peter Seidel
Proxy-guided Image-based Rendering for Mobile Devices
Computer Graphics Forum 2016 (Proceedings of Pacific Graphics 2016).
@article{Reinert:2016:ProxyIBR,
author = {
Bernhard Reinert and
Johannes Kopf and
Tobias Ritschel and
Eduardo Cuervo and
David Chu and
Hans-Peter Seidel},
title = {{Proxy-guided Image-based Rendering for Mobile Devices}},
journal = {Computer Graphics Forum},
year = {2016},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659}
}
We would like to thank the anonymous reviewers for helpful comments.