Multi-Frame Rate Rendering and Display - Bauhaus-Universität Weimar

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Mar 31, 2007 - manipulated/active objects. ▷ system control. ▷ Slow client will render: ▷ rest of the scene. Results combined into multi-frame rate display.
MFR Techniques User Study Discussion Conclusion

Multi-Frame Rate Rendering and Display Jan P. Springer1

Stephan Beck1

Dirk Reiners2 1

Bauhaus-Universität Weimar

IEEE VR 2007, 2007/03/14

Felix Weiszig1

Bernd Froehlich1 2

University of Louisiana at Lafayette

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MFR Techniques User Study Discussion Conclusion

Motivation

Observations for Complex Applications

High frame rates:

Low(er) frame rates:

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Object manipulation

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Head tracking

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System control

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Navigation

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MFR Techniques User Study Discussion Conclusion

Motivation

Multi-Frame Rate Rendering and Display Asynchronous rendering I I

Distribute scene to two clients (graphics cards / computers) Fast client will render: I I

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manipulated/active objects system control

Slow client will render: I

rest of the scene

Results combined into multi-frame rate display I I

Optical superposition Digital composition

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Optical Superposition

Master Client

FC Master SC

Inspired by Majumder and Welch, Compter Graphics Optique: Optical Superposition of Projected Computer Graphics, IPT - EGVE 2001

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Optical Superposition

Master Client

FC Master SC

Inspired by Majumder and Welch, Compter Graphics Optique: Optical Superposition of Projected Computer Graphics, IPT - EGVE 2001

IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Optical Superposition

Master Client

Slow client (SC)

Fast client (FC)

Optically combined image on display IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Optical Superposition

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Master Client

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Optical Superposition

Master Client

Properties and issues + Easy to implement + Fast interaction and object manipulation − No occlusion between objects on fast and slow client − Half transparency for overlapping objects from FC and SC − Popping artifacts during selection and deselection of objects − Requires 2 × number of projectors

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Digital Composition

Master Client

FC Master SC

Inspired by Sort-Last parallel graphics

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Digital Composition

Master Client

FC Master SC

Inspired by Sort-Last parallel graphics

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Digital Composition

Master Client

Slow client

Fast client

Digitally composited image on display IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Digital Composition

IEEE VR 2007, 2007/03/14

Master Client

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MFR Techniques User Study Discussion Conclusion

Optical Superposition Digital Composition Client

Digital Composition

Master Client

Properties and issues + Fast interaction and object manipulation + Perfect occlusion between objects on fast and slow client − Implementation more difficult I I

Transfer of depth/color buffer from SC to FC Transfer of view transform from SC to FC

− Popping artifacts during selection and deselection of objects − Increased latency for images generated by SC − Network limits update rates of SC

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MFR Techniques User Study Discussion Conclusion

Experiment Setup Results

User Study Hypothesis Digital or optical multi-frame rate method improves interaction performance with respect to single-frame rate method at low frame rates

Experiment Setup I I

Basic 3 DOF docking task, head tracked, 16 participants Render methods: I I I I

single-frame rate @ 10 Hz (SF10 ) multi-frame rate w/ optical superposition @ 10/30 Hz (MFopt ) multi-frame rate w/ digital composition @ 10/30 Hz (MFdig ) single-frame rate @ 30 Hz (SF30 )

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Measure task completion times (TCT)

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Determine user preference (scale from 1 to 5)

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MFR Techniques User Study Discussion Conclusion

Experiment Setup Results

Experiment Setup

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MFR Techniques User Study Discussion Conclusion

Experiment Setup Results

Results

10,000 9,000 8,000 7,000

TCT (in msec)

6,000 5,000 4,000 3,000 2,000 1,000

SF10

MFOpt MFDig

IEEE VR 2007, 2007/03/14

SF30

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MFR Techniques User Study Discussion Conclusion

Experiment Setup Results

Results

10,000 9,000 8,000

5

7,000

User Preference

TCT (in msec)

6,000 5,000 4,000 3,000 2,000

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3

2

1,000

1

SF10

MFOpt MFDig

IEEE VR 2007, 2007/03/14

SF30

SF10

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MFOpt MFDig

SF30

MFR Techniques User Study Discussion Conclusion

Artifacts Latency

Discussion: Artifacts

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Popping at selection Popping at deselection Transparency Manipulation effecting the whole scene (e. g. moving a light source)

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MFR Techniques User Study Discussion Conclusion

Artifacts Latency

Discussion: End-to-End Latency

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Optical superposition No additional latency

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Digital composition TRead Color/Depth on SC + TSend over Network + TDraw Color/Depth on FC

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MFR Techniques User Study Discussion Conclusion

Artifacts Latency

Draw Read

End-to-End Latency: Graphics

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1280 × 1024

1600 × 1200

MB/s

ms

MB/s

ms

BGRA_EXT DEPTH

997 565

5.3 9.3

939 733

8.4 10.8

BGRA_EXT DEPTH

2081 1213

2.5 4.3

2166 1372

3.6 5.7

nVidia GeForce 8800 GTX, driver rev. 97.46 Note: selecting the “right” color format makes a difference

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MFR Techniques User Study Discussion Conclusion

Artifacts Latency

End-to-End Latency: Network

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Resolution 64 Bit Color/Depth

Packet Size in MBytes

Transfer Time in ms

1024 × 768 @ 15 Hz 1280 × 1024 @ 9 Hz 1600 × 1200 @ 6 Hz

6 10 15

66 111 166

Assuming 90 Mbytes/s bandwidth

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MFR Techniques User Study Discussion Conclusion

Artifacts Latency

End-to-End Latency: Example

Sensors FC Update ~20ms

Master

Frame Rate: 30Hz TFrame = TDraw + TRender 33ms = 10ms + 23ms Send ~111ms

Update ~20ms

SC

Frame Rate: 10Hz TFrame = Trender + TRead 100ms = 80ms + 20ms

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Resolution: 1280 × 1024

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Compression may not decrease network latency see Roth and Reiners, Sorted Pipeline Image Composition, EGPGV06

IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Summary Future Work

Summary I

Multi-frame rate rendering I I I

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Client

Optical superposition I I I

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Improves object manipulation and system control Does not improve navigation Works with stereo and head tracking

Master Client

Composition artifacts (half-transparency, popping) Precise manipulation very difficult Useful for system control and foreground elements Client

Digital composition I I I I

Master Client

Few artifacts — most can be fixed Artifacts may not be noticed Requires very fast network (e. g. 10 GBit) User study confirms performance almost as good as rendering everything fast

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MFR Techniques User Study Discussion Conclusion

Summary Future Work

Summary I

Multi-frame rate rendering I I I

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Client

Optical superposition I I I

I

Improves object manipulation and system control Does not improve navigation Works with stereo and head tracking

Master Client

Composition artifacts (half-transparency, popping) Precise manipulation very difficult Useful for system control and foreground elements Client

Digital composition I I I I

Master Client

Few artifacts — most can be fixed Artifacts may not be noticed Requires very fast network (e. g. 10 GBit) User study confirms performance almost as good as rendering everything fast

IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Summary Future Work

Summary I

Multi-frame rate rendering I I I

I

Client

Optical superposition I I I

I

Improves object manipulation and system control Does not improve navigation Works with stereo and head tracking

Master Client

Composition artifacts (half-transparency, popping) Precise manipulation very difficult Useful for system control and foreground elements Client

Digital composition I I I I

Master Client

Few artifacts — most can be fixed Artifacts may not be noticed Requires very fast network (e. g. 10 GBit) User study confirms performance almost as good as rendering everything fast

IEEE VR 2007, 2007/03/14

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MFR Techniques User Study Discussion Conclusion

Summary Future Work

Future Work I

Refine digital composition approach I I I

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Further user studies I I

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Transfer screen rectangle of selected object for non-tracked scenarios Implement popping artifact fixes Transparency artifact solution for special cases (e. g. volume rendering) Evaluate on multi-GPU system

Lowest limit for head tracking update rates? Which frame rate ratios for SC and FC work well?

Combine with other parallel rendering strategies I

Resource (re-)allocation/balancing

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MFR Techniques User Study Discussion Conclusion

Thank you for your attention.

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MFR Techniques User Study Discussion Conclusion

IPT - EGVE 2007 Weimar, Germany

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Submission deadline: March 31, 2007 Conference: July 15 – 18, 2007

http://www.uni-weimar.de/medien/vr/ipt-egve IEEE VR 2007, 2007/03/14

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