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Zeqi Lai, Y. Charlie Hu, Yong Cui, Linhui Sun, Ningwei Dai
Furion: Engineering High-Quality Immersive Virtual Reality on Today’s Mobile Devices Zeqi Lai, Y. Charlie Hu, Yong Cui, Linhui Sun, Ningwei Dai Tsinghua University *Purdue University MobiCom 2017
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Furion Background Motivation: understanding the QoE gap between goal and reality Furion design Performance evaluation Conclusion
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Furion Background Growing market penetration of VR
Headset, Controller, Renderer QoE requirements Good responsiveness(e.g. latency < 16ms) High-Quality visual effects Mobility Today`s high-quality VR systems are tethered Can we enable high-quality VR on today`s mobile device and wireless network?
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Furion Background Motivation: understanding the QoE gap between goal and reality Furion design Performance evaluation Conclusion
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Furion Local Rendering Lower BRISQUE value, better visual quality.
Visual quality ↑, FPS↓(per-frame latency ↑) Conclusion: local rendering is not doable
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Furion Remote Rendering
Rendering frames by a desktop(GTX 1080) and streaming frames to the phone via ac WLAN (available peak bandwidth :≈ 400Mbps) Transferring a high-quality frame takes about 200ms
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Furion Will future hardware help?
Future CPU/GPU is unlikely to help because of the power constraint.
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Furion Will future networks help?
Also unlikely to directly help due to the significant packet processing overhead on commodity phones 400Mbps TCP throughput already involves 27% CPU on Google pixel phone. Streaming high-quality VR frames in high FPS requires about 6Gbps throughput [MoVR, NSDI 2017]
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Furion Background Motivation: understanding the QoE gap between goal and reality Furion design Performance evaluation Conclusion
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Furion Remote rendering + video compression M: MJPEG, H: H.264, V: VP9
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Furion Remote rendering + video compression M: MJPEG, H: H.264, V: VP9
How to get to 16ms?
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Furion Key insight I: Key insight II:
Mostly, VR content can be divided into foreground interactions and background environment. Key insight II: Interactions and environment have contrasting predictability and rendering workload.
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Furion Cooperative rendering How can we reduce 48ms?
Mobile GPU -> interactions (about 12ms) Remote GPU -> environment (about 48ms) Combine them on phone How can we reduce 48ms?
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Furion The virtual world is discretized, and user movement is continuous and predictable Leveraging movement delay to pre-fetch adjacent frames Using pre-rendered and pre-encoded panoramic frames to batch all possible orientations.
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Furion Decoding an encoded panoramic pictures takes 40ms
Use parallel decoding.
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Furion Background Motivation: understanding the QoE gap between goal and reality Furion design Performance evaluation Conclusion
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Furion Performance evaluation
Visual quality(the higher SSIM, the better) and FPS
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Furion Performance evaluation Responsiveness
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Furion Performance evaluation Resource usage
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Furion Conclusion Developed Furion, a VR framework that enables high-quality, immersive mobile VR on today`s mobile phone and wireless network. Furion design is based on a split rendering architecture leveraging a key insight about VR, the contrasting of foreground interaction and background environment. Furion achieves acceptable QoE on commodity phones.
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