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Transcript of Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony...
![Page 1: Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony Steed.](https://reader035.fdocuments.net/reader035/viewer/2022081520/5697c0201a28abf838cd21cb/html5/thumbnails/1.jpg)
Low Latency Rendering with Dataflow Architectures
EngD Project
Sebastian Friston
Supervisor: Anthony Steed
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Motivation: latency in virtual environments
• Latency is the time between a user’s action and the response to this action
• Latency in VR reduces sensory coherence– This coherence is key for creating a sense of presence
• Latencies of 10-16 ms have been shown to have a significant negative effect– Latencies under 5 ms can be detected though
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Motivation: latency in GPUs
(Mine, 1993)
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Motivation: latency in GPUs
![Page 5: Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony Steed.](https://reader035.fdocuments.net/reader035/viewer/2022081520/5697c0201a28abf838cd21cb/html5/thumbnails/5.jpg)
The Rendering Continuum
(Zwicker, et al. 2000)
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Dataflow Processing
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Dataflow Processing
• True-Parallel Execution• No scheduler• Space taken is
proportional to all possible operations
• Resources are close by
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Light Field Rendering
(Gortler, et al. 1996)
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Light Field Renderers
• Have been implemented on GPUs and FPGAs
• Captured with cameras or synthesized
• Most practical applications have been to use them as a cache for volume renders
• Current implementations are limited by memory
(Birklbauer, et al 2013)
(Regan, et al 1999)
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Hardware Accelerated Light Field Renderer
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Validation and Complications
• Validate our renderer with latency interaction experiment– Possibly investigate phenomena where scale is hard to
judge in VR– Possibly continue studies into detection during head
rotations
• Display will be difficult– Current displays have latencies of ~6 ms
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Thank you
(Birklbauer, et al. 2013)
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References
• Mine, M. R. (1993). Characterization of end-to-end delays in head-mounted display systems. University of North Carolina at Chapel Hill
• Zwicker, M., Gross, M., & Pfister, H. (2000). A Survey and Classification of Real Time Rendering Methods.
• Birklbauer, C., Opelt, S., & Bimber, O. (2013). Rendering Gigaray Light Fields. Computer Graphics Forum, 32(2pt4), 469–478. doi:10.1111/cgf.12067
• Gortler, S. J., Grzeszczuk, R., Szeliski, R., & Cohen, M. F. (1996). The lumigraph. In Proceedings of the 23rd annual conference on Computer graphics and interactive techniques - SIGGRAPH ’96 (pp. 43–54). New York, New York, USA: ACM Press. doi:10.1145/237170.237200
• Regan, M. J. P., Miller, G. S. P., Rubin, S. M., & Kogelnik, C. (1999). A real-time low-latency hardware light-field renderer. In Proceedings of the 26th annual conference on Computer graphics and interactive techniques - SIGGRAPH ’99 (pp. 287–290). New York, USA: ACM Press. doi:10.1145/311535.311569