Proxy-guided Image-based Rendering for Mobile Devices

No Thumbnail Available
Date
2016
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and John Wiley & Sons Ltd.
Abstract
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.
Description

        
@article{
10.1111:cgf.13032
, journal = {Computer Graphics Forum}, title = {{
Proxy-guided Image-based Rendering for Mobile Devices
}}, author = {
Reinert, Bernhard
and
Kopf, Johannes
and
Ritschel, Tobias
and
Cuervo, Eduardo
and
Chu, David
and
Seidel, Hans-Peter
}, year = {
2016
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.13032
} }
Citation
Collections