Quality of Service Impact on Edge Physics Simulations for VR
Autor: | Anthony Steed, Alan G. Marshall, Caleb Lrondi, Fred P. M. Jjunju, Sebastian Friston, Elias J. Griffith, Ryan J. Ward, David Swapp |
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Jazyk: | angličtina |
Rok vydání: | 2021 |
Předmět: |
Computer science
media_common.quotation_subject Quality of service Distributed computing Fidelity 020207 software engineering Context (language use) 02 engineering and technology Computer Graphics and Computer-Aided Design Visualization Rendering (computer graphics) Server Signal Processing 0202 electrical engineering electronic engineering information engineering Bandwidth (computing) Computer Vision and Pattern Recognition Enhanced Data Rates for GSM Evolution Software media_common |
Zdroj: | IEEE Transactions on Visualization and Computer Graphics |
Popis: | Mobile HMDs must sacrifice compute performance to achieve ergonomic and power requirements for extended use. Consequently, applications must either reduce rendering and simulation complexity - along with the richness of the experience - or offload complexity to a server. Within the context of edge-computing, a popular way to do this is through render streaming. Render streaming has been demonstrated for desktops and consoles. It has also been explored for HMDs. However, the latency requirements of head tracking make this application much more challenging. While mobile GPUs are not yet as capable as their desktop counterparts, we note that they are becoming more powerful and efficient. With the hard requirements of VR, it is worth continuing to investigate what schemes could optimally balance load, latency and quality. We propose an alternative we call edge-physics: streaming at the scene-graph level from a simulation running on edge-resources, analogous to cluster rendering. Scene streaming is not only straightforward, but compute and bandwidth efficient. The most demanding loops run locally. Jobs that hit the power-wall of mobile CPUs are off-loaded, while improving GPUs are leveraged, maximising compute utilisation. In this paper we create a prototypical implementation and evaluate its potential in terms of fidelity, bandwidth and performance. We show that an effective system which maintains high consistencies on typical edge-links can be easily built, but that some traditional concepts are not applicable, and a better understanding of the perception of motion is required to evaluate such a system comprehensively. |
Databáze: | OpenAIRE |
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