VR Graphics Timewarp Artifact Reduction via Pre-rendered Views
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Solution Overview
Problem
Current graphics processing systems for virtual reality (VR) and augmented reality (AR) head-mounted displays face challenges in providing smooth and realistic experiences due to latency and motion artifacts, particularly when rendering dynamic scenes with moving objects, as 'timewarp' and 'spacewarp' processing can introduce distortions and fail to account for object motion accurately.
Innovation Solution
The system renders multiple views of a scene at different points in time and orientations, allowing for the generation of output frames by transforming rendered frames based on received view orientation data and object motion, incorporating 'timewarp' and 'spacewarp' processing to provide more accurate and realistic images by accounting for both view rotations and translations, as well as object motion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of time
If timewarp processing is used to update frames based on head orientation changes, then the latency between head movement and display update is reduced, but motion artifacts and distortions are introduced in dynamic scenes
Solution Approach 1:
The system performs preliminary rendering of multiple views of the scene at different points in time and orientations before they are needed. By pre-rendering these alternative views, the system has ready-to-use data that can be quickly transformed and displayed without introducing motion artifacts, thus resolving the contradiction between reduced latency and maintained image accuracy.
Solution Approach 2:
The scene is segmented into multiple views rendered at different times and orientations. Instead of processing a single frame, the system divides the rendering into multiple pre-computed views that can be selectively combined and transformed based on actual head movements, reducing the need for complex real-time warping operations that cause artifacts.
2Manufacturing precision
If multiple views of the scene are rendered at different points in time and orientations, then motion artifacts are reduced, but processing overhead increases
Solution Approach 1:
The system renders multiple views at different points in time and orientations, which is more than the single view traditionally rendered. This partial excessive action provides redundant data that can be selectively used to reduce motion artifacts, accepting increased processing overhead as a trade-off for improved image accuracy in dynamic scenes.
3Productivity
If timewarp processing is applied to transform rendered frames, then frames can be displayed at higher rates than GPU rendering capability, but distortions and artifacts are introduced
Solution Approach 1:
Multiple views are pre-rendered at different orientations and times before the timewarp operation. This preliminary action provides ready-to-use rendered data that can be transformed and displayed at high frame rates without requiring complex real-time warping, thus maintaining image quality while achieving high productivity.
Solution Approach 2:
The frame generation process is segmented into pre-rendering multiple views and then transforming them. This segmentation allows the computationally intensive rendering to be done in advance, while the faster transformation operation handles real-time display requirements, reducing artifacts caused by aggressive timewarping.
Data Source
AI summary
In addition to rendering a first frame representing a first forward view of a scene, a graphics processing system renders one or more further versions of the first frame, each representing a further view of the scene based on a different point in time and/or view orientation. The first frame and/or one or more of the one or more further versions may then be subjected to “timewarp” and/or “spacewarp” processing to generate an output “timewarped” and/or “spacewarped” image for display.


