一句话:提出 Coterie,通过拆分背景帧渲染并缓存复用相似帧,将移动多人 VR 每玩家带宽需求降低 10.6X–25.7X。
论文研究如何在商品移动设备上支持高质量沉浸式多人 VR。扩展实验显示,简单复制已有的两层分布式 VR 渲染架构会因网络带宽随玩家数线性增长而无法支持超过一个玩家。提出利用背景环境(BE)帧相似性,通过缓存和复用相似帧减少从服务器预取 BE 帧的带宽;但受“近物体”效应影响,相邻位置 BE 帧相似度往往很低。为此,论文提出一种新渲染拆分技术,在移动设备与服务器之间分配 BE 帧渲染,显著提高相似性并降低网络负载。基于 Unity 和 Google Daydream 的评估表明,Coterie 将每玩家网络需求降低 10.6X–25.7X,可在 Pixel 2 上通过 802.11ac 支持 4 人高分辨率 VR,达到 60 FPS 和低于 16ms 响应。
In this paper, we study how to support high-quality immersive multiplayer VR on commodity mobile devices. First, we perform a scaling experiment that shows simply replicating the prior-art 2-layer distributed VR rendering architecture to multiple players cannot support more than one player due to the linear increase in network bandwidth requirement. Second, we propose to exploit the similarity of background environment (BE) frames to reduce the bandwidth needed for prefetching BE frames from the server, by caching and reusing similar frames. We find that there is often little similarly between the BE frames of even adjacent locations in the virtual world due to a "near-object" effect. We propose a novel technique that splits the rendering of BE frames between the mobile device and the server that drastically enhances the similarity of the BE frames and reduces the network load from frame caching. Evaluation of our implementation on top of Unity and Google Daydream shows our new VR framework, Coterie, reduces per-player network requirement by 10.6X-25.7X and easily supports 4 players for high-resolution VR apps on Pixel 2 over 802.11ac, with 60 FPS and under 16ms responsiveness.
DOI 原文 ·
@inproceedings{paperbot5480,
title = {Coterie},
author = {Jiayi Meng and Sibendu Paul and Y. Charlie Hu},
booktitle = {ASPLOS},
year = {2020},
doi = {10.1145/3373376.3378516}
}