Proceedings of the 20th ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games 2016
DOI: 10.1145/2856400.2876015
|View full text |Cite
|
Sign up to set email alerts
|

Extended TimeWarp latency compensation for virtual reality

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
12
0

Year Published

2017
2017
2023
2023

Publication Types

Select...
8
1

Relationship

0
9

Authors

Journals

citations
Cited by 18 publications
(12 citation statements)
references
References 1 publication
0
12
0
Order By: Relevance
“…Missing the rendering deadline will cause frame drop which significantly damages VR quality. Although the VR vendors today employ frame re-projection technologies such as Asynchronous Time Warp (ATW) [15,36] to artificially fill in dropped frames, they cannot fundamentally solve the problem of rendering deadline missing due to little consideration on users' perception and interaction. Thus, improving the overall rendering efficiency is still the highest design priority for modern VR-oriented GPUs [6].…”
Section: Smp Featured Gpu Architecturesmentioning
confidence: 99%
“…Missing the rendering deadline will cause frame drop which significantly damages VR quality. Although the VR vendors today employ frame re-projection technologies such as Asynchronous Time Warp (ATW) [15,36] to artificially fill in dropped frames, they cannot fundamentally solve the problem of rendering deadline missing due to little consideration on users' perception and interaction. Thus, improving the overall rendering efficiency is still the highest design priority for modern VR-oriented GPUs [6].…”
Section: Smp Featured Gpu Architecturesmentioning
confidence: 99%
“…Late stage rendering. To reduce perceived latency, late stage rendering or time-warping [Evangelakos and Mara 2016;Van Waveren 2016] can be used. It is mostly studied in the context of AR/VR rendering where head-motion occurs after rendering and needs to be compensated for prior to display to reduce perceived latency.…”
Section: Related Workmentioning
confidence: 99%
“…Latency is an important factor when dealing with real-time experiences. Instead of running the neural re-rendering sequentially with the actual display update, we implemented a late stage reprojection phase [Evangelakos and Mara 2016;Van Waveren 2016]. In particular, we keep the computational stream of the network decoupled from the actual rendering, and use the current head pose to warp the final images accordingly.…”
Section: Real-time Free Viewpoint Neural Re-renderingmentioning
confidence: 99%