Jozef Hladky, Michael Stengel, Nicholas Vining, Bernhard Kerbl, Hans-Peter Seidel, Markus Steinberger
QuadStream: A Quad-Based Scene Streaming Architecture for Novel Viewpoint Reconstruction
ACM Transactions on Graphics, 41(6):1-13, December 2022.

Information

  • Publication Type: Journal Paper with Conference Talk
  • Workgroup(s)/Project(s): not specified
  • Date: December 2022
  • Call for Papers: Call for Paper
  • Date (from): 6. December 2022
  • Date (to): 9. December 2022
  • Event: Siggraph Asia
  • Journal: ACM Transactions on Graphics
  • Lecturer: Jozef Hladky
  • Location: Daegu
  • Number: 6
  • Pages (from): 1
  • Pages (to): 13
  • Volume: 41
  • Keywords: streaming, real-time rendering, virtual reality

Abstract

Cloud rendering is attractive when targeting thin client devices such as phones or VR/AR headsets, or any situation where a high-end GPU is not available due to thermal or power constraints. However, it introduces the challenge of streaming rendered data over a network in a manner that is robust to latency and potential dropouts. Current approaches range from streaming transmitted video and correcting it on the client---which fails in the presence of disocclusion events---to solutions where the server sends geometry and all rendering is performed on the client. To balance the competing goals of disocclusion robustness and minimal client workload, we introduce QuadStream, a new streaming technique that reduces motion-to-photon latency by allowing clients to render novel views on the fly and is robust against disocclusions. Our key idea is to transmit an approximate geometric scene representation to the client which is independent of the source geometry and can render both the current view frame and nearby adjacent views. Motivated by traditional macroblock approaches to video codec design, we decompose the scene seen from positions in a view cell into a series of view-aligned quads from multiple views, or QuadProxies. By operating on a rasterized G-Buffer, our approach is independent of the representation used for the scene itself. Our technical contributions are an efficient parallel quad generation, merging, and packing strategy for proxy views that cover potential client movement in a scene; a packing and encoding strategy allowing masked quads with depth information to be transmitted as a frame coherent stream; and an efficient rendering approach that takes advantage of modern hardware capabilities to turn our QuadStream representation into complete novel views on thin clients. According to our experiments, our approach achieves superior quality compared both to streaming methods that rely on simple video data and to geometry-based streaming.

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BibTeX

@article{hladky-2022-QS,
  title =      "QuadStream: A Quad-Based Scene Streaming Architecture for
               Novel Viewpoint Reconstruction",
  author =     "Jozef Hladky and Michael Stengel and Nicholas Vining and
               Bernhard Kerbl and Hans-Peter Seidel and Markus Steinberger",
  year =       "2022",
  abstract =   "Cloud rendering is attractive when targeting thin client
               devices such as phones or VR/AR headsets, or any situation
               where a high-end GPU is not available due to thermal or
               power constraints. However, it introduces the challenge of
               streaming rendered data over a network in a manner that is
               robust to latency and potential dropouts. Current approaches
               range from streaming transmitted video and correcting it on
               the client---which fails in the presence of disocclusion
               events---to solutions where the server sends geometry and
               all rendering is performed on the client. To balance the
               competing goals of disocclusion robustness and minimal
               client workload, we introduce QuadStream, a new streaming
               technique that reduces motion-to-photon latency by allowing
               clients to render novel views on the fly and is robust
               against disocclusions. Our key idea is to transmit an
               approximate geometric scene representation to the client
               which is independent of the source geometry and can render
               both the current view frame and nearby adjacent views.
               Motivated by traditional macroblock approaches to video
               codec design, we decompose the scene seen from positions in
               a view cell into a series of view-aligned quads from
               multiple views, or QuadProxies. By operating on a rasterized
               G-Buffer, our approach is independent of the representation
               used for the scene itself. Our technical contributions are
               an efficient parallel quad generation, merging, and packing
               strategy for proxy views that cover potential client
               movement in a scene; a packing and encoding strategy
               allowing masked quads with depth information to be
               transmitted as a frame coherent stream; and an efficient
               rendering approach that takes advantage of modern hardware
               capabilities to turn our QuadStream representation into
               complete novel views on thin clients. According to our
               experiments, our approach achieves superior quality compared
               both to streaming methods that rely on simple video data and
               to geometry-based streaming.",
  month =      dec,
  journal =    "ACM Transactions on Graphics",
  number =     "6",
  volume =     "41",
  pages =      "1--13",
  keywords =   "streaming, real-time rendering, virtual reality",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2022/hladky-2022-QS/",
}