from single-frame rate to multi-frame rate systems · searis workshop at ieee vr 2008, 2008/03/09...

10
Introduction MFR Basics Summary From Single-Frame Rate to Multi-Frame Rate Systems Jan P. Springer Bernd Fr¨ ohlich Bauhaus-Universit¨ at Weimar SEARIS Workshop at IEEE VR 2008, 2008/03/09 1 / 10

Upload: others

Post on 30-May-2020

3 views

Category:

Documents


0 download

TRANSCRIPT

Introduction MFR Basics Summary

From Single-Frame Rate toMulti-Frame Rate Systems

Jan P. Springer Bernd Frohlich

Bauhaus-Universitat Weimar

SEARIS Workshop at IEEE VR 2008, 2008/03/09 1 / 10

Introduction MFR Basics Summary

Observations for Complex Applications

High Frame Rates:I Object manipulation

I System control

Low(er) Frame Rates:

I Head tracking

I Navigation

SEARIS Workshop at IEEE VR 2008, 2008/03/09 4 / 10

Introduction MFR Basics Summary Video Properties

Multi-Frame Rate Basics

Slow client

Digitally composed image

Fast client

Client

Client

Master

Digital composition setup

SEARIS Workshop at IEEE VR 2008, 2008/03/09 5 / 10

Introduction MFR Basics Summary Video Properties

Multi-Frame Rate Basics

Slow client

Digitally composed image

Fast client

Client

Client

Master

Digital composition setup

SEARIS Workshop at IEEE VR 2008, 2008/03/09 5 / 10

Introduction MFR Basics Summary Video Properties

Multi-Frame Rate Basics

Slow client

Digitally composed image

Fast client

Client

Client

Master

Digital composition setup

SEARIS Workshop at IEEE VR 2008, 2008/03/09 5 / 10

Introduction MFR Basics Summary Video Properties

Video

SEARIS Workshop at IEEE VR 2008, 2008/03/09 6 / 10

Introduction MFR Basics Summary Video Properties

Properties

+ Fast user interaction

+ Maintains visual quality

+ Advanced techniquesI Interactive light manipulationI Volume rendering support

± Resource allocation

± Migration artifacts for “naıve” multi-frame rate rendering

± Navigation

SEARIS Workshop at IEEE VR 2008, 2008/03/09 7 / 10

Introduction MFR Basics Summary Video Properties

System Requirements

I Object-level granularityI Frameless rendering → pixel-level granularityI Object-level granularity already supported by scene graphs

I AsynchronicityI Buffer + meta information (e. g. camera parameters, object ids)I Parallel, asynchron render threadsI Sort-Last-support good starting point

I OrthogonalityI Acceleration methods (e. g. LOD, occl. culling)I Parallel rendering techniques

SEARIS Workshop at IEEE VR 2008, 2008/03/09 8 / 10

Introduction MFR Basics Summary

Future Work

I Multi-frame rate shadows

I Multi-frame rate ray tracing

I Improving navigation support

e. g. depth-image warping

SEARIS Workshop at IEEE VR 2008, 2008/03/09 9 / 10

Introduction MFR Basics Summary

Thank you for your attention.

SEARIS Workshop at IEEE VR 2008, 2008/03/09 10 / 10