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An asynchronous method for cloud-based rendering

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Abstract

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.

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Correspondence to Keith Bugeja.

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Supplementary material 1 (mp4 112983 KB)

Supplementary material 2 (mp4 50294 KB)

Supplementary material 3 (mp4 68100 KB)

Supplementary material 4 (mp4 72763 KB)

Supplementary material 5 (mp4 57348 KB)

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Bugeja, K., Debattista, K. & Spina, S. An asynchronous method for cloud-based rendering. Vis Comput 35, 1827–1840 (2019). https://doi.org/10.1007/s00371-018-1577-8

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Keywords

  • Rendering
  • Rasterisation
  • Global illumination
  • Distributed algorithms
  • Cloud computing