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A binocular parallel rendering method for VR globes
International Journal of Digital Earth ( IF 5.1 ) Pub Date : 2019-05-22 , DOI: 10.1080/17538947.2019.1620883
Wumeng Huang 1, 2 , Jing Chen 1, 2, 3 , Mengyun Zhou 4
Affiliation  

The scene-rendering mechanism based on binocular vision is one of the key techniques for the VR globe to achieve immersion-type visualization of global 3D scenes. However, this special rendering mechanism also requires that the 3D scene is continuously drawn twice within one frame, which significantly affects the rendering efficiency of VR globes. Therefore, we propose a binocular parallel rendering method. This method first improves the current rendering process of VR globes by assigning the rendering tasks for the left and right camera of VR to be processed on different CPU cores, thereby achieving parallel rendering of binocular scenes. Second, due to the problem of inconsistent resolution of binocular scenes caused by different viewpoints for the left and right cameras, we propose a resolution synchronize algorithm. this algorithm conducts real-time synchronization on the resolution of scene in the rendering process and thus avoids the problem of erroneous binocular stereo matching. Finally, we validate the effectiveness of the method in this paper through experiments. The results of experiments indicate that while the method in this paper can ensure the consistency of binocular scene resolution, it can decrease the frame time of VR globes by approximately 27% on average.



中文翻译:

VR地球仪的双目并行渲染方法

基于双目视觉的场景渲染机制是VR地球实现沉浸式全球3D场景可视化的关键技术之一。但是,这种特殊的渲染机制还要求将3D场景在一帧内连续绘制两次,这会严重影响VR地球仪的渲染效率。因此,我们提出了一种双目并行渲染方法。该方法首先通过为要在不同CPU内核上处理的VR左右摄像机分配渲染任务来改进VR地球仪的当前渲染过程,从而实现双目场景的并行渲染。其次,由于左右摄像机的不同视点引起的双目场景分辨率不一致的问题,提出了一种分辨率同步算法。该算法在渲染过程中对场景的分辨率进行实时同步,从而避免了双目立体匹配错误。最后,通过实验验证了本文方法的有效性。实验结果表明,该方法虽然可以保证双目场景分辨率的一致性,但可以平均减少VR眼镜的帧时间约27%。

更新日期:2019-05-22
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