An asynchronous method for cloud-based rendering

被引:10
|
作者
Bugeja, Keith [1 ]
Debattista, Kurt [2 ]
Spina, Sandro [1 ]
机构
[1] Univ Malta, Dept Comp Sci, Msida, Malta
[2] Univ Warwick, WMG, Coventry, W Midlands, England
来源
VISUAL COMPUTER | 2019年 / 35卷 / 12期
关键词
Rendering; Rasterisation; Global illumination; Distributed algorithms; Cloud computing;
D O I
10.1007/s00371-018-1577-8
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Interactive high-fidelity rendering is still unachievable on many consumer devices. Cloud gaming services have shown promise in delivering interactive graphics beyond the individual capabilities of user devices. However, a number of shortcomings are manifest in these systems: high network bandwidths are required for higher resolutions and input lag due to network fluctuations heavily disrupts user experience. In this paper, we present a scalable solution for interactive high-fidelity graphics based on a distributed rendering pipeline where direct lighting is computed on the client device and indirect lighting in the cloud. The client device keeps a local cache for indirect lighting which is asynchronously updated using an object space representation; this allows us to achieve interactive rates that are unconstrained by network performance for a wide range of display resolutions that are also robust to input lag. Furthermore, in multi-user environments, the computation of indirect lighting is amortised over participating clients.
引用
收藏
页码:1827 / 1840
页数:14
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