2018
DOI: 10.1145/3272127.3275087
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Shading atlas streaming

Abstract: Streaming high quality rendering for virtual reality applications requires minimizing perceived latency. We introduce Shading Atlas Streaming (SAS), a novel object-space rendering framework suitable for streaming virtual reality content. SAS decouples server-side shading from client-side rendering, allowing the client to perform framerate upsampling and latency compensation autonomously for short periods of time. The shading information created by the server in object space is temporally coherent and can be ef… Show more

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Cited by 32 publications
(27 citation statements)
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“…Although the sample locations are moved, the connectivity of the tessellation does not change and thus the pattern shown in figure 3 still holds‐–which we will use for encoding. Note that this perspective adjustment is only possible when working on a triangle basis and not on patches [MVD∗ 18].…”
Section: Methodsmentioning
confidence: 99%
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“…Although the sample locations are moved, the connectivity of the tessellation does not change and thus the pattern shown in figure 3 still holds‐–which we will use for encoding. Note that this perspective adjustment is only possible when working on a triangle basis and not on patches [MVD∗ 18].…”
Section: Methodsmentioning
confidence: 99%
“…Similar to our approach Shading Atlas Streaming (SAS) [MVD∗18] also splits the rendering pipeline between a sever and client. While previous split rendering approaches tried to temporally or spatially augment shading on a client [CWC∗ 15], SAS reduces the geometry on the client and performs all complex shading on the server.…”
Section: Related Workmentioning
confidence: 99%
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