Abstract
Mobile devices such as smartphones are increasingly being used for immersive content consumption, mostly involving 360o̱ video and 3D audio media delivery. However these smartphones, especially low-cost ones, are still not able to provide the processing and battery power needed for a real-time rendering, visualization and interaction with photorealistic virtual reality scenes. In this context, this paper proposes and evaluates U-DiVE (Unity-based Distributed Virtual Reality Environment), a framework that decouples the processing and rendering processes from the delivery, visualization and interaction with realistic VR models. The U-DiVE framework produces a photorealistic scene using a general ray-tracing algorithm and a virtual reality camera configured to use barrel shaders to correct the lens distortion, allowing the visualization through inexpensive smartphone-based head-mount displays. The framework also includes a method to obtain the smartphone’s spatial orientation to control the user’s field of view, which is delivered via real-time WebRTC streaming. The analysis show U-DiVE allows for the real-time visualization and manipulation of realistic, immersive scenes via smartphone-based, low-cost head-mounted displays, with low end-to-end latency, considering the required continuous data processing and delivery.
Similar content being viewed by others
Data Availability
Data sharing not applicable to this article as no datasets were generated or analyzed during the current study.
Notes
https://cutt.ly/BjhXlvS; Online, accessed in 02/01/2021.
Quaternions are defined by four components x, y, z, w and used to represent rotations.
References
Ahmadi H, Eltobgy O, Hefeeda M (2017) Adaptive multicast streaming of virtual reality content to mobile users. In: Proceedings of the on thematic workshops of ACM multimedia 2017, pp 170–178
Bergkvist A, Burnett DC, Jennings C, Narayanan A, Aboba B (2012) Webrtc 1.0: Real-time communication between browsers. Working draft W3C, vol 91
Brooks FP (1999) What’s real about virtual reality? IEEE Comput Graph Appl 19(6):16–27
Csongei M, Hoang L, Sandor C, Lee YB (2014) Global illumination for augmented reality on mobile phones. IEEE, Piscataway
Elbamby MS, Perfecto C, Bennis M, Doppler K (2018) Toward low-latency and ultra-reliable virtual reality. IEEE Netw 32(2):78–84
El-Ganainy T, Hefeeda M (2016) Streaming virtual reality content. arXiv:1612.08350
Freniere ER, Tourtellott J (1997) Brief history of generalized ray tracing. In: Lens design, illumination, and optomechanical modeling, vol 3130. International society for optics and photonics, pp 170–178
Friston S, Steed A (2014) Measuring latency in virtual environments. IEEE Trans Vis Comput Graph 20(4):616–625
Glassner AS (1989) An introduction to ray tracing. Elsevier, Amsterdam
Godoy AP, Teixeira CA (2014) An architecture to promote the use of mobile devices on interactions with media synthesized remotely. In: Proceedings of the 20th Brazilian symposium on multimedia and the web, pp 143–150
Gunkel SN, Hindriks R, Assal KME, Stokking HM, Dijkstra-Soudarissanane S, Haar FT, Niamut O (2021) Vrcomm: an end-to-end web system for real-time photorealistic social vr communication. In: Proceedings of the 12th ACM multimedia systems conference, pp 65–79
Gunkel SN, Potetsianakis E, Klunder TE, Toet A, Dijkstra-Soudarissanane S (2022) Immersive experiences and xr: a game engine or multimedia streaming problem? arXiv:2201.05552
He D, Liu F, Pape D, Dawe G, Sandin D (2000) Video-based measurement of system latency. In: International immersive projection technology workshop, vol 111. Citeseer
He J, Qureshi MA, Qiu L, Li J, Li F, Han L (2018) Rubiks: practical 360-degree streaming for smartphones. In: Proceedings of the 16th annual international conference on mobile systems, applications, and services, pp 482–494
I 23009-1 (2014) Information technology - dynamic adaptive streaming over http (dash) - part 1: Media presentation description and segment formats
Jacobs MC, Livingston MA, State A (1997) Managing latency in complex augmented reality systems. In: Proceedings of the 1997 symposium on Interactive 3D graphics, pp 49–ff
Jung GS, Jung SK (2006) A streaming engine for pc-based 3d network games onto heterogeneous mobile platforms. In: International conference on technologies for e-learning and digital entertainment. Springer, pp 797–800
Junior WC, Pereira LT, Moreno MF, Silva RL (2020) Photorealism in low-cost virtual reality devices. In: 2020 22Nd symposium on virtual and augmented reality (SVR). IEEE, pp 406–412
Lee W-J, Hwang SJ, Shin Y, Yoo J-J, Ryu S (2017) Fast stereoscopic rendering on mobile ray tracing gpu for virtual reality applications. In: 2017 IEEE International conference on consumer electronics (ICCE). IEEE, pp 355–357
Lee W-J, Shin Y, Lee J, Lee S, Ryu S, Kim J (2013) Real-time ray tracing on future mobile computing platform. In: SIGGRAPH Asia 2013 symposium on mobile graphics and interactive applications, pp 1–5
Li Z-N, Drew MS, Liu J (2004) Fundamentals of multimedia. Springer, Berlin
Liang J, Shaw C, Green M (1991) On temporal-spatial realism in the virtual reality environment. In: Proceedings of the 4th annual ACM symposium on user interface software and technology, pp 19–25
Loreto S, Romano SP (2012) Real-time communications in the web: issues, achievements, and ongoing standardization efforts. IEEE Internet Comput 16(5):68–73
Miller D, Bishop G (2002) Latency meter: a device for easily monitoring ve delay. In: Proceedings of SPIE, vol 4660
Mine MR (1993) Characterization of end-to-end delays in head-mounted display systems. The University of North Carolina at Chapel Hill, TR93-001
Pantos R, May W (2017) HTTP live streaming. RFC 8216
Prakash S, Bahremand A, Nguyen LD, LiKamWa R (2019) Gleam: an illumination estimation framework for real-time photorealistic augmented reality on mobile devices. In: Proceedings of the 17th annual international conference on mobile systems, applications, and services, pp 142–154
Prins MJ, Gunkel SN, Stokking HM, Niamut OA (2018) Togethervr: a framework for photorealistic shared media experiences in 360-degree vr. SMPTE Motion Imaging J 127(7):39–44
Rohmer K, Büschel W, Dachselt R, Grosch T (2014) Interactive near-field illumination for photorealistic augmented reality on mobile devices. In: 2014 IEEE international symposium on mixed and augmented reality (ISMAR). IEEE, pp 29–38
Salehi S, Alnajim A, Zhu X, Smith M, Shen C-C, Cimini L (2020) Traffic characteristics of virtual reality over edge-enabled wi-fi networks. arXiv:2011.09035
Schulzrinne H, Casner SL, Frederick R, Jacobson V (2003) RTP: a transport protocol for real-time applications. RFC 3550
Steed A (2008) A simple method for estimating the latency of interactive, real-time graphics simulations. In: Proceedings of the 2008 ACM symposium on Virtual reality software and technology, pp 123–129
Whitted T (1998) An improved illumination model for shaded display. Association for Computing Machinery, New York, pp 119–125
Yoo S, Kay J (2016) Vrun: running-in-place virtual reality exergame. In: Proceedings of the 28th australian conference on computer-human interaction, pp 562–566
Funding
This research received no external funding.
Author information
Authors and Affiliations
Contributions
All authors contributed equally to this work. All authors have read and agreed to the published version of the manuscript.
Corresponding author
Ethics declarations
Conflict of Interests
The authors declare no conflict of interest.
Additional information
Publisher’s note
Springer Nature remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Rights and permissions
Springer Nature or its licensor (e.g. a society or other partner) holds exclusive rights to this article under a publishing agreement with the author(s) or other rightsholder(s); author self-archiving of the accepted manuscript version of this article is solely governed by the terms of such publishing agreement and applicable law.
About this article
Cite this article
Roberti Jr., W.C., Pereira, L.T., Silva, R.L.S. et al. U-DiVE - design and evaluation of a distributed photorealistic virtual reality environment. Multimed Tools Appl 82, 34129–34145 (2023). https://doi.org/10.1007/s11042-023-15064-y
Received:
Revised:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s11042-023-15064-y