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Asynchronous time warping calculation method for virtual reality

A virtual reality and curling computing technology, applied in computing, 3D image processing, image data processing, etc., can solve the problems of application limitations and restrictions of re-projection technology, achieve a good virtual reality immersion, and avoid the effect of resource competition.

Inactive Publication Date: 2017-05-17
SHANGHAI CHAI MING HUANG INFORMATION TECH CO LTD
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  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, limited by the graphics system architecture of the current Windows system, all graphics tasks are completed by the 3D engine, and the current mainstream graphics cards have only one 3D engine, so time warping and rendering of content frames are executed serially
Although this kind of synchronous time warping technology and re-projection technology can make the final displayed content closer to the latest coordinates of the sensor, it is still limited by the frame rate generated by the content frame. When the refresh rate of the content frame is less than 45Hz, the re-projection technology Applications are very limited
[0005] Therefore, the present invention designs an asynchronous time warping (Asynchronous Time Warping, ATW) calculation method, which bypasses the limitations of the current Windows operating system, realizes the full asynchronous operation of the entire work pipeline from the CPU to the graphics card, and ensures the stability and smoothness of the entire rendering and display process , can effectively solve the problem of motion sickness caused by long display delay, so as to provide users with a good sense of virtual reality immersion

Method used

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  • Asynchronous time warping calculation method for virtual reality

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Embodiment Construction

[0014] As mentioned in the background art, the time warping method in the prior art still has problems such as being limited by the frame rate generated by the content frame and limited by the GPU architecture in practical application.

[0015] In the solution of the present invention, the virtual reality synthesis end starts an independent CPU thread, and creates a working context based on a computing engine, and generates and distributes time-curling graphics card work tasks in advance according to the time when each vertical synchronization signal is generated, so as to ensure The rendered content calculated by time warping can be displayed on the head-mounted display device in due time.

[0016] In order to make the above objects, features and advantages of the present invention more comprehensible, specific embodiments of the present invention will be described in detail below in conjunction with the accompanying drawings.

[0017] figure 1 Implemented flowcharts for syn...

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Abstract

The invention relates to an asynchronous time warping calculation method for virtual reality. The asynchronous time warping calculation method for virtual reality is characterized by starting an independent CPU thread at a virtual reality synthesizing end; and according to the time of generation of a vertical synchronizing signal every time, generating a video card work task in advance, wherein the video card work task distributes time warping and the time warping operation and the content rendering operation are operated asynchronously to guarantee that the rendering content through time warping calculation can be displayed in a head wearable device in real time. The asynchronous time warping calculation method for virtual reality has the advantages that the designed asynchronous time warping calculation method can effectively solve the problem that too long time delay for display can cause motion sickness and the like, so as to provide good virtual reality immersion feeling for a user.

Description

technical field [0001] The invention relates to a time warp calculation method, in particular to an asynchronous time warp calculation method for virtual reality. Background technique [0002] Virtual reality (virtual reality, VR) technology is to use computer simulation to generate a three-dimensional virtual world, providing users with simulations of senses such as vision, so that users feel as if they are on the scene. Due to its realistic effects, it is widely used in education. , medicine, transportation and other fields have attracted more and more attention. However, in order to solve the motion sickness problem existing in the use of virtual reality equipment, higher and higher requirements are put forward for related software and hardware such as computers and display screens in terms of displaying rendered content. In view of the fact that the time when an application generates a content frame is not fixed, more and more different technologies are used to ensure a...

Claims

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Application Information

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IPC IPC(8): G06T1/20G06T15/20
CPCG06T1/20G06T15/205
Inventor 石加圣黄柴铭陈玉琨宰小涛
Owner SHANGHAI CHAI MING HUANG INFORMATION TECH CO LTD
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