2019
DOI: 10.1109/access.2018.2888700
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Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality

Abstract: Interactive virtual reality (VR) services such as VR gaming require considerable computing power for rendering higher quality VR images at a high frame rate. Thus offloading such VR processing to a cloud or edge computing entity is promising, but is accompanied by long latency leads for a user to see an image of the past viewport, resulting in prohibitive motion sickness. Time warp is a technique for VR that warps a rendered image before scanning it out to the display to correct for the head movement occurring… Show more

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Cited by 9 publications
(5 citation statements)
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References 45 publications
(35 reference statements)
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“…Recently, notable solutions such as onAirVR [8] have shown the feasibility of wireless VR using WiFi. The key to the success of this solution is the adoption of the Timewarp technique [9,10], where every received image is reprojected before scan-out according to the latest pose of the user; thus, the inconsistency that the user perceives is minimized. However, WiFi greatly requires compressing VR images to fit them into its limited bandwidth, which results in reduced image quality.…”
Section: Introductionmentioning
confidence: 99%
“…Recently, notable solutions such as onAirVR [8] have shown the feasibility of wireless VR using WiFi. The key to the success of this solution is the adoption of the Timewarp technique [9,10], where every received image is reprojected before scan-out according to the latest pose of the user; thus, the inconsistency that the user perceives is minimized. However, WiFi greatly requires compressing VR images to fit them into its limited bandwidth, which results in reduced image quality.…”
Section: Introductionmentioning
confidence: 99%
“…The image reprojection technique (also known as time warping) [7]- [9] mitigates VR motion sickness by reducing inconsistencies between the rendered image and the user's viewport at scan-out. This method adjusts rendered frames to account for head pose changes after the scene is rendered [7].…”
Section: Impact Of Prediction On Vr Qualitymentioning
confidence: 99%
“…A sufficiently large mismatch will lead to unpleasant physiological symptoms due to the lag between the vestibular and visual systems of the human body, commonly referred to as motion sickness [6]. The image reprojection technique [7]- [9]-in which a rendered frame is adjusted to account for head pose changes that occur after the scene is renderedhelps to reduce mismatch and alleviate motion sickness. However, as the end-to-end latency increases, large black borders may begin to appear after reprojection [5], [10], negatively impacting the user's quality of experience (QoE) [11].…”
Section: Introductionmentioning
confidence: 99%
“…However, Cloud VR games usually get high latency since the delays of coding, decoding, and network transmission are introduced [3]. The latency will cause an inconsistency between a rendered VR image and the user's viewport when the viewport is changed on a headset's display.…”
Section: Introductionmentioning
confidence: 99%