论文标题
用于稀晶游戏和VR应用的云辅助混合渲染
Cloud-Assisted Hybrid Rendering for Thin-Client Games and VR Applications
论文作者
论文摘要
储层计算是预测湍流的有力工具,其简单的架构具有处理大型系统的计算效率。然而,其实现通常需要完整的状态向量测量和系统非线性知识。我们使用非线性投影函数将系统测量扩展到高维空间,然后将其输入到储层中以获得预测。我们展示了这种储层计算网络在时空混沌系统上的应用,该系统模拟了湍流的若干特征。我们表明,使用径向基函数作为非线性投影器,即使只有部分观测并且不知道控制方程,也能稳健地捕捉复杂的系统非线性。最后,我们表明,当测量稀疏、不完整且带有噪声,甚至控制方程变得不准确时,我们的网络仍然可以产生相当准确的预测,从而为实际湍流系统的无模型预测铺平了道路。
We introduce a novel distributed rendering approach to generate high-quality graphics in thin-client games and VR applications. Many mobile devices have limited computational power to achieve ray tracing in real-time. Hence, hardware-accelerated cloud servers can perform ray tracing instead and have their output streamed to clients in remote rendering. Applying the approach of distributed hybrid rendering, we leverage the computational capabilities of both the thin client and powerful server by performing rasterization locally while offloading ray tracing to the server. With advancements in 5G technology, the server and client can communicate effectively over the network and work together to produce a high-quality output while maintaining interactive frame rates. Our approach can achieve better visuals as compared to local rendering but faster performance as compared to remote rendering.