Mar 31, 2007 - manipulated/active objects. â· system control. â· Slow client will render: â· 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
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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
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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
4
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
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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
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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
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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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