论文标题

DHR:分布式混合渲染,用于元体验

DHR: Distributed Hybrid Rendering for Metaverse Experiences

论文作者

Tan, Yu Wei, Tan, Alden, Nge, Nicholas, Bhojan, Anand

论文摘要

从经典上讲,对实时渲染进行了栅格化技术,以满足交互式帧速率的约束。但是,与射线追踪方法相比,这种技术并未产生现实的结果。因此,出现了混合渲染,以实时的射线跟踪提高栅格化的图形保真度。我们探讨了分布式渲染的方法,以将实时混合渲染融合到沉浸式图形的元体验中。在独立的扩展现实(XR)设备中,仅通过基于纯云的远程渲染系统可行,这种启用射线跟踪的图形才能可行,这些远程渲染系统依靠低延迟网络来传输实时射线跟踪数据以响应交互式用户输入。在高网络延迟条件下,远程渲染可能无法维持客户端的交互式帧速率,从而对用户体验产生不利影响。我们通过在强大的远程硬件上集成了射线跟踪,并在用户访问设备上集成了射线跟踪,从而通过分布式渲染方法采用混合动力渲染。通过这种混合方法,我们的技术可以帮助独立的XR设备实现与射线追踪的图形相关的图形,并在高延迟条件下保持交互式框架速率。

Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid rendering has emerged to improve the graphics fidelity of rasterization with ray tracing in real-time. We explore the approach of distributed rendering in incorporating real-time hybrid rendering into metaverse experiences for immersive graphics. In standalone extended reality (XR) devices, such ray tracing-enabled graphics is only feasible through pure cloud-based remote rendering systems that rely on low-latency networks to transmit real-time ray-traced data in response to interactive user input. Under high network latency conditions, remote rendering might not be able to maintain interactive frame rates for the client, adversely affecting the user experience. We adopt hybrid rendering via a distributed rendering approach by integrating ray tracing on powerful remote hardware with raster-based rendering on user access devices. With this hybrid approach, our technique can help standalone XR devices achieve ray tracing-incorporated graphics and maintain interactive frame rates even under high-latency conditions.

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