584 research outputs found
Low Power Processor Architectures and Contemporary Techniques for Power Optimization – A Review
The technological evolution has increased the number of transistors for a given die area significantly and increased the switching speed from few MHz to GHz range. Such inversely proportional decline in size and boost in performance consequently demands shrinking of supply voltage and effective power dissipation in chips with millions of transistors. This has triggered substantial amount of research in power reduction techniques into almost every aspect of the chip and particularly the processor cores contained in the chip. This paper presents an overview of techniques for achieving the power efficiency mainly at the processor core level but also visits related domains such as buses and memories. There are various processor parameters and features such as supply voltage, clock frequency, cache and pipelining which can be optimized to reduce the power consumption of the processor. This paper discusses various ways in which these parameters can be optimized. Also, emerging power efficient processor architectures are overviewed and research activities are discussed which should help reader identify how these factors in a processor contribute to power consumption. Some of these concepts have been already established whereas others are still active research areas. © 2009 ACADEMY PUBLISHER
The AR-Rift 2 Prototype
Video see-through augmented reality (VSAR) is an effective way of combing real and virtual scenes for head-mounted human computer interfaces. In this paper we present the AR-Rift 2 system, a cost-effective prototype VSAR system based around the Oculus Rift CV1 head-mounted display (HMD). Current consumer camera systems however typically have latencies far higher than the rendering pipeline of current consumer HMDs. They also have lower update rate than the display. We thus measure the latency of the video and implement a simple image-warping method to ensure smooth movement of the video
Efficient Hybrid Image Warping for High Frame-Rate Stereoscopic Rendering
Modern virtual reality simulations require a constant high-frame rate from the rendering engine. They may also require very low latency and stereo images. Previous rendering engines for virtual reality applications have exploited spatial and temporal coherence by using image-warping to re-use previous frames or to render a stereo pair at lower cost than running the full render pipeline twice. However these previous approaches have shown artifacts or have not scaled well with image size. We present a new image-warping algorithm that has several novel contributions: an adaptive grid generation algorithm for proxy geometry for image warping; a low-pass hole-filling algorithm to address un-occlusion; and support for transparent surfaces by efficiently ray casting transparent fragments stored in per-pixel linked lists of an A-Buffer. We evaluate our algorithm with a variety of challenging test cases. The results show that it achieves better quality image-warping than state-of-the-art techniques and that it can support transparent surfaces effectively. Finally, we show that our algorithm can achieve image warping at rates suitable for practical use in a variety of applications on modern virtual reality equipment
Recommended from our members
A Positional Timewarp Accelerator for Mobile Virtual Reality Devices
Mobile virtual reality devices are becoming more common, and yet their performance is still too low to be considered ideal. Frame rate and latency are two of the most important areas that should improve in order to provide a high-quality virtual reality experience. Meanwhile, positional tracking is improving the immersive experience of new mobile virtual reality devices by allowing users to physically move about in space and see their corresponding view matched in the virtual world. Timewarping is a technique that can improve the perceived latency and frame rate of virtual reality systems, but the positional variant of timewarping has proven to be difficult to implement on mobile devices due to the performance demands. A depth-informed positional time warp cannot be fully parallelized due to the depth test required for each pixel or group of pixels.This thesis proposes a positional timewarp hardware accelerator for mobile devices. The accelerator accepts a rendered frame and depth image and produces an updated frame corresponding to the user’s head position and orientation. The accelerator is compatible with existing deferred rendering engines for minimal modification of the software structure. Its execution time is directly proportional to the image resolution and is agnostic of the scene complexity. The accelerator’s size can be adjusted to meet the latency requirement for a given image resolution. It can be integrated into a system-on-chip or fabricated as a separate chip.Three examples are designed and simulated to show the performance potential of this accelerator architecture. The designs provide latencies of 15.43 ms, 11.58 ms and 9.27 ms for frame rates of 64.7, 86.4 and 107.9 frames per second, respectively. Although the visual side-effects may be insufficiently few to completely disregard the GPU’s frame rate, the accelerator can still improve the end-to-end positional latency and is also capable of substituting the GPU in the case of dropped frames
An Application Perspective on High-Performance Computing and Communications
We review possible and probable industrial applications of HPCC focusing on the software and hardware issues. Thirty-three separate categories are illustrated by detailed descriptions of five areas -- computational chemistry; Monte Carlo methods from physics to economics; manufacturing; and computational fluid dynamics; command and control; or crisis management; and multimedia services to client computers and settop boxes. The hardware varies from tightly-coupled parallel supercomputers to heterogeneous distributed systems. The software models span HPF and data parallelism, to distributed information systems and object/data flow parallelism on the Web. We find that in each case, it is reasonably clear that HPCC works in principle, and postulate that this knowledge can be used in a new generation of software infrastructure based on the WebWindows approach, and discussed in an accompanying paper
An Image-Space Split-Rendering Approach to Accelerate Low-Powered Virtual Reality
Virtual Reality systems provide many opportunities for scientific research
and consumer enjoyment; however, they are more demanding than traditional
desktop applications and require a wired connection to desktops in order to
enjoy maximum quality. Standalone options that are not connected to computers
exist, yet they are powered by mobile GPUs, which provide limited power in
comparison to desktop rendering. Alternative approaches to improve performance
on mobile devices use server rendering to render frames for a client and treat
the client largely as a display device. However, current streaming solutions
largely suffer from high end-to-end latency due to processing and networking
requirements, as well as underutilization of the client. We propose a networked
split-rendering approach to achieve faster end-to-end image presentation rates
on the mobile device while preserving image quality. Our proposed solution uses
an image-space division of labour between the server-side GPU and the mobile
client, and achieves a significantly faster runtime than client-only rendering
and than using a thin-client approach, which is mostly reliant on the server
- …