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arXiv 2103.05875cs.DCcs.GR
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一种用于瘦客户机的动态光探针无损流传输的分布式解耦系统

A Distributed, Decoupled System for Losslessly Streaming Dynamic Light Probes to Thin Clients

Michael Stengel, Zander Majercik, Benjamin Boudaoud, Morgan McGuire

摘要:

我们提出了一个网络化的,高性能的图形系统,结合了动态的,高质量的,光线跟踪全局光照计算的服务器上的直接照明和主要的可见性计算的客户端。这种方法在低功耗和传统硬件上提供了实时光线追踪的许多图像质量优势,同时保持了低延迟响应和移动形状因子。我们的系统通过在远程机器上计算漫射全局光照来将图形管道分布在网络上。全局光照的计算使用最近的辐照体积表示与一种新颖的,无损的,基于HEVC的,硬件加速的编码,和感知动机的更新方案相结合。我们的实验实现每秒传输数千个辐照探针,需要不到50 Mbps的吞吐量,与传统的无损纹理压缩相比,以60 Hz的频率传输时,所消耗的带宽减少了99.4%。与通过视频流进行的最先进的远程渲染相比,这种带宽降低可以实现更高质量和更低延迟的图形。此外,我们的分割渲染解决方案将远程计算与本地渲染相结合,因此不会限制本地显示更新速率或分辨率。

英文摘要:

We present a networked, high performance graphics system that combines dynamic, high quality, ray traced global illumination computed on a server with direct illumination and primary visibility computed on a client. This approach provides many of the image quality benefits of real-time ray tracing on low-power and legacy hardware, while maintaining a low latency response and mobile form factor. Our system distributes the graphic pipeline over a network by computing diffuse global illumination on a remote machine. Global illumination is computed using a recent irradiance volume representation combined with a novel, lossless, HEVC-based, hardware-accelerated encoding, and a perceptually-motivated update scheme. Our experimental implementation streams thousands of irradiance probes per second and requires less than 50 Mbps of throughput, reducing the consumed bandwidth by 99.4% when streaming at 60 Hz compared to traditional lossless texture compression. This bandwidth reduction allows higher quality and lower latency graphics than state-of-the-art remote rendering via video streaming. In addition, our split-rendering solution decouples remote computation from local rendering and so does not limit local display update rate or resolution.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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