Quality of Service Impact on Edge Physics Simulations for VR

被引:7
作者
Friston, Sebastian [1 ]
Griffith, Elias [2 ]
Swapp, David [1 ]
Lrondi, Caleb [2 ]
Jjunju, Fred [2 ]
Ward, Ryan [2 ]
Marshall, Alan [2 ]
Steed, Anthony [1 ]
机构
[1] UCL, Dept Comp Sci, London, England
[2] Univ Liverpool, Dept Elect Engn & Elect, Liverpool, Merseyside, England
基金
英国工程与自然科学研究理事会;
关键词
Streaming media; Physics; Bandwidth; Quality of service; Servers; Visualization; Rendering (computer graphics); virtual reality; streaming; edge-computing; LATENCY; SYSTEM;
D O I
10.1109/TVCG.2021.3067757
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:2691 / 2701
页数:11
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