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Asynchronous reprojection

Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset's responsiveness to user motion even when the GPU isn't able to keep up with the headset's target frame rate.[1] Reprojection involves the headset's driver taking one or multiple previously rendered frames and using newer motion information from the headset's sensors to extrapolate (often referred to as "reprojecting" or "warping") the previous frame into a prediction of what a normally rendered frame would look like.[2] "Asynchronous" refers to this process being continuously performed in parallel with rendering, allowing reprojected frames to be displayed without delay in case a regular frame isn't rendered in time.[2]

The use of these techniques allows for a lowering in the video rendering hardware specifications required to achieve a certain intended level of responsiveness.[3]

Variations edit

Various vendors have implemented their own variations of the technique under different names. Basic versions of the technique are referred to as asynchronous reprojection by Google and Valve,[1][4] while Oculus has two implementations, called asynchronous timewarp[2] and asynchronous spacewarp. Asynchronous timewarp uses the headset's rotational data to extrapolate a new rendered frame based on the last frame it received. Asynchronous spacewarp additionally uses depth information to help compensate for perspective and other geometric changes.[5][6][7] Valve's early version called interleaved reprojection would make the application run at half frame rate and reproject every other frame.[8] A later variant by Valve is SteamVR Motion Smoothing, which builds upon regular asynchronous reprojection in being able to reproject two frames instead of one.[4]

See also edit

References edit

  1. ^ a b "Asynchronous Reprojection". Google Developers. Google Inc. Retrieved 10 June 2019.
  2. ^ a b c Antonov, Michael (2 March 2015). "Asynchronous Timewarp Examined". Oculus Developer Blog. Facebook Technologies, LLC. Retrieved 10 June 2019.
  3. ^ Orland, Kyle (10 June 2019). "Oculus lowers minimum Rift specs using "asynchronous spacewarp" tech". ArsTechnica. Condé Nast. Retrieved 10 June 2019.
  4. ^ a b Vlachos, Alex (27 November 2018). "Introducing SteamVR Motion Smoothing". Steam Community. Valve. Retrieved 10 June 2019.
  5. ^ Beeler, Dean; Hutchins, Ed; Pedriana, Paul (10 November 2016). "Asynchronous Spacewarp". Oculus Developer Blog. Facebook Technologies, LLC. Retrieved 10 June 2019.
  6. ^ Aksoy, Volga; Beeler, Dean (9 August 2019). "Asynchronous Spacewarp 2.0". Oculus Developer Blog. Facebook Technologies, LLC. Retrieved 18 August 2020.
  7. ^ Lang, Ben (4 April 2019). "Oculus Launches ASW 2.0 with Positional Timewarp to Reduce Latency, Improve Performance". Road to VR. Retrieved 13 November 2022.
  8. ^ Leiby, Aaron (26 March 2016). "Interleaved Reprojection now enabled for all applications by default". Steam Community. Valve. Retrieved 10 June 2019.

asynchronous, reprojection, class, computer, graphics, technologies, aimed, ensuring, virtual, reality, headset, responsiveness, user, motion, even, when, able, keep, with, headset, target, frame, rate, reprojection, involves, headset, driver, taking, multiple. Asynchronous reprojection is a class of computer graphics technologies aimed ensuring a virtual reality headset s responsiveness to user motion even when the GPU isn t able to keep up with the headset s target frame rate 1 Reprojection involves the headset s driver taking one or multiple previously rendered frames and using newer motion information from the headset s sensors to extrapolate often referred to as reprojecting or warping the previous frame into a prediction of what a normally rendered frame would look like 2 Asynchronous refers to this process being continuously performed in parallel with rendering allowing reprojected frames to be displayed without delay in case a regular frame isn t rendered in time 2 The use of these techniques allows for a lowering in the video rendering hardware specifications required to achieve a certain intended level of responsiveness 3 Variations editThis section may rely excessively on sources too closely associated with the subject potentially preventing the article from being verifiable and neutral Please help improve it by replacing them with more appropriate citations to reliable independent third party sources August 2019 Learn how and when to remove this template message Various vendors have implemented their own variations of the technique under different names Basic versions of the technique are referred to as asynchronous reprojection by Google and Valve 1 4 while Oculus has two implementations called asynchronous timewarp 2 and asynchronous spacewarp Asynchronous timewarp uses the headset s rotational data to extrapolate a new rendered frame based on the last frame it received Asynchronous spacewarp additionally uses depth information to help compensate for perspective and other geometric changes 5 6 7 Valve s early version called interleaved reprojection would make the application run at half frame rate and reproject every other frame 8 A later variant by Valve is SteamVR Motion Smoothing which builds upon regular asynchronous reprojection in being able to reproject two frames instead of one 4 See also editMotion interpolation 2D to 3D conversionReferences edit a b Asynchronous Reprojection Google Developers Google Inc Retrieved 10 June 2019 a b c Antonov Michael 2 March 2015 Asynchronous Timewarp Examined Oculus Developer Blog Facebook Technologies LLC Retrieved 10 June 2019 Orland Kyle 10 June 2019 Oculus lowers minimum Rift specs using asynchronous spacewarp tech ArsTechnica Conde Nast Retrieved 10 June 2019 a b Vlachos Alex 27 November 2018 Introducing SteamVR Motion Smoothing Steam Community Valve Retrieved 10 June 2019 Beeler Dean Hutchins Ed Pedriana Paul 10 November 2016 Asynchronous Spacewarp Oculus Developer Blog Facebook Technologies LLC Retrieved 10 June 2019 Aksoy Volga Beeler Dean 9 August 2019 Asynchronous Spacewarp 2 0 Oculus Developer Blog Facebook Technologies LLC Retrieved 18 August 2020 Lang Ben 4 April 2019 Oculus Launches ASW 2 0 with Positional Timewarp to Reduce Latency Improve Performance Road to VR Retrieved 13 November 2022 Leiby Aaron 26 March 2016 Interleaved Reprojection now enabled for all applications by default Steam Community Valve Retrieved 10 June 2019 nbsp This computer graphics related article is a stub You can help Wikipedia by expanding it vte Retrieved from https en wikipedia org w index php title Asynchronous reprojection amp oldid 1210042269, wikipedia, wiki, book, books, library,

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