Complex Virtual Environments on Thin VR Systems Through Continuous Near-Far Partitioning

Complex Virtual Environments on Thin VR Systems Through Continuous Near-Far Partitioning
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DOI:
10.1109/ismar55827.2022.00017
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发表时间:
2022-10
期刊:
2022 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)
影响因子:
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通讯作者:
V. Popescu;Seung Heon Lee;Andrew Shinyoung Choi;S. Fahmy
V. Popescu;Seung Heon Lee;Andrew Shinyoung Choi;S. Fahmy
中科院分区:
其他
文献类型:
--
作者:
V. Popescu;Seung Heon Lee;Andrew Shinyoung Choi;S. Fahmy

文献摘要

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本文介绍了一种方法,用于减少渲染负载,使复杂的虚拟环境(VE)可以部署在“瘦”VR系统有限的渲染能力。该方法将虚拟环境划分为四个区域:近区、中间区、静止远区和动态远区。静止的远区域被替换为环境贴图,这带来了显着的渲染负载减少。其他三个区域从几何体渲染:近区域从用户视点渲染,动态远几何体从环境地图的中心渲染,中间区域用逐渐从用户视点切换视点到环境地图中心的变形渲染。中间区域无缝连接近区域和远区域。此外,环境地图增强了每像素范围,这允许深度合成动态和静态的远几何形状。IRB批准的用户研究(N = 22)发现我们的方法比传统的远近分区有显着的优势。
This paper describes a method for reducing rendering load such that complex virtual environments (VEs) can be deployed on “thin” VR systems with limited rendering power. The method partitions the VE into four regions: a near region, an intermediate region, a stationary far region, and a dynamic far region. The stationary far region is replaced with an environment map, which brings a substantial rendering load reduction. The other three regions are rendered from geometry: the near region is rendered from the user viewpoint, the dynamic far geometry is rendered from the center of the environment map, and the intermediate region is rendered with a morph that switches viewpoint gradually from the user viewpoint to the center of the environment map. The intermediate region connects the near and far regions seamlessly. Furthermore, the environment map is enhanced with per pixel range which allows depth compositing the dynamic and stationary far geometry. An IRB approved user study (N = 22) found significant advantages for our method over conventional near-far partitioning.