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Low Latency Rendering with Dataflow Architectures

Low Latency Rendering with Dataflow Architectures. EngD Project Sebastian Friston Supervisor: Anthony Steed. 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

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Low Latency Rendering with Dataflow Architectures

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  1. Low Latency Rendering with Dataflow Architectures EngD Project Sebastian Friston Supervisor: Anthony Steed

  2. 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

  3. Motivation: latency in GPUs (Mine, 1993)

  4. Motivation: latency in GPUs

  5. The Rendering Continuum (Zwicker, et al. 2000)

  6. Dataflow Processing

  7. Dataflow Processing • True-Parallel Execution • No scheduler • Space taken is proportional to all possible operations • Resources are close by

  8. Light Field Rendering (Gortler, et al. 1996)

  9. 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)

  10. Hardware Accelerated Light Field Renderer

  11. 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

  12. Thank you (Birklbauer, et al. 2013)

  13. 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

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