ABSTRACT
Metaverse development has often focused on bettering virtual reality technologies due to benefits in establishing immersion in virtual environment1. Its dependency on VR technology brings limitations including the lack of high-quality graphics and a lack of mobility. The mobile platform is the most prevalent interface for users to gain VR experience. There is a big challenge that mobile VR must face: it has limited computing power, but VR requires high rendering speed and image quality. The traditional solution is to complete lighting and shading computation offline and bake the result to light map. Thus, only texture lookups are needed at runtime which allows very high rendering speed. The problem of the traditional baking is that they usually take seconds to minutes to finish. In this paper, we introduce a novel edge computing framework to reduce the baking time to less than a second. Our method uses reservoir-based spatiotemporal importance resampling (ReSTIR) to bake low resolution light maps at edge server. At mobile side, the light maps are enlarged using super resolution technique. We also use denoiser to make sure the baked image is noise-free. The experimental results show that our method can have near real-time performance for scene with average complexity. The bottleneck is the bandwidth of mobile device when performing super resolution. Once it gets improved, we can expect our entire edge computing framework becomes real-time.
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Index Terms
- A Fast Light Baking System for Mobile VR Game Based on Edge Computing Framework
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