3 research outputs found

    FlashBack: Immersive Virtual Reality on Weak Mobile Devices via Rendering Memoization

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    Virtual Reality Head-mounted Displays (HMDs) are attracting users with the promise of full sensory immersion in virtual environments. Creating the illusion of immersion for a near-eye display results in very heavy rendering workloads: low latency, high framerate, and high visual quality are all needed. Tethered VR setups in which the HMD is bound to a powerful gaming desktop limit mobility and exploration, and are difficult to deploy widely. Products such as Google Cardboard and Samsung Gear VR purport to offer any user a mobile VR experience, but their GPUs are power-constrained and therefore fail to produce acceptable frame rate and latency for even scenes of modest visual quality. We present FlashBack, an unorthodox design point for HMD VR that eschews all real-time scene rendering. Instead, FlashBack aggressively precomputes and caches all possible images that a VR user might encounter. FlashBack memoizes costly rendering effort in an offline step to build a cache full of panoramic images. During runtime, FlashBack constructs and maintains a hierarchical storage cache index to quickly lookup images that the user should be seeing. On a cache miss, FlashBack uses fast approximations of the correct image while concurrently fetching better cache entries for future requests. Moreover, FlashBack not only works for static scenes, but also for dynamic scenes with moving and animated objects. We evaluate a prototype implementation of FlashBack and report up to an 8x improvement in framerate, 97x reduction in energy consumption per frame, and 15x latency reduction compared to a locally-rendered mobile VR setup. In some cases, FlashBack even delivers better framerates and responsiveness than a tethered HMD configuration on graphically complex scenes

    Users Perceptions Using Low-End and High-End Mobile-Rendered HMDs: A Comparative Study

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    [EN] Currently, it is possible to combine Mobile-Rendered Head-Mounted Displays (MR HMDs) with smartphones to have Augmented Reality platforms. The differences between these types of platforms can affect the user¿s experiences and satisfaction. This paper presents a study that analyzes the user¿s perception when using the same Augmented Reality app with two MR HMD (low-end and high-end). Our study evaluates the user¿s experience taking into account several factors (control, sensory, distraction, ergonomics, and realism). An Augmented Reality app was developed to carry out the comparison for two MR HMDs. The application had exactly the same visual appearance and functionality for both devices. Forty adults participated in our study. From the results, there were no statistically significant differences for the users¿ experience for the different factors when using the two MR HMDs, except for the ergonomic factors in favor of the high-end MR HMD. Even though the scores for the high-end MR HMD were higher in nearly all of the questions, both MR HMDs provided a very satisfying viewing experience with very high scores. The results were independent of gender and age. The participants rated the high-end MR HMD as the best one. Nevertheless, when they were asked which MR HMD they would buy, the participants chose the low-end MR HMD taking into account its price.Juan, M.; García García, I.; Mollá, R.; López, R. (2018). Users Perceptions Using Low-End and High-End Mobile-Rendered HMDs: A Comparative Study. Computers. 7(1):1-17. https://doi.org/10.3390/computers7010015S1177
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