Asynchronous Reprojection
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Asynchronous reprojection is a class of
computer graphics Computer graphics deals with generating images and art with the aid of computers. Computer graphics is a core technology in digital photography, film, video games, digital art, cell phone and computer displays, and many specialized applications. ...
technologies aimed at ensuring a
virtual reality headset A virtual reality headset (or VR headset) is a Head-mounted display, head-mounted device that uses 3D near-eye displays and positional tracking to provide a virtual reality environment for the user. VR headsets are widely used with Virtual reali ...
is responsive to user motion even when the GPU isn't able to keep up with the headset's target framerate, and to reduce perceived input lag at all times regardless of internal framerate. Reprojection involves the headset's driver taking one or multiple previously rendered frames and using newer motion information from the headset's sensors to
extrapolate In mathematics, extrapolation is a type of estimation, beyond the original observation range, of the value of a variable on the basis of its relationship with another variable. It is similar to interpolation, which produces estimates between know ...
(often referred to as "reprojecting" or "warping") the previous frame into a prediction of what a normally rendered frame would look like. "Asynchronous" refers to this process being continuously performed in parallel with rendering, allowing synthesized frames to be displayed without delay in case a regular frame is not rendered in time, and reprojecting all frames by default to reduce perceived latency. The use of these techniques allows for a lowering in the video rendering hardware specifications required to achieve a certain intended level of responsiveness.


Variations

Various vendors have implemented their own variations of the technique under different names. Basic versions of the technique are referred to as by
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and
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, while Oculus has two implementations, called and . Asynchronous timewarp uses the headset's rotational data to reproject all frames. Asynchronous spacewarp extrapolates a new frame based on the last frame it received if none is rendered, additionally using depth information to help compensate for perspective and other geometric changes. Valve's early version called ''interleaved reprojection'' would make the application run at half frame rate and reproject every other frame. A later variant by Valve is ''SteamVR Motion Smoothing'', which builds upon regular asynchronous reprojection in being able to reproject two frames instead of one.


See also

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Motion interpolation Motion interpolation, motion-compensated frame interpolation (MCFI), or frame generation is a form of video processing in which intermediate film, video or animation frames are synthesized between existing ones by means of interpolation, in an at ...
*
2D to 3D conversion 2D to 3D video conversion (also called 2D to stereo 3D conversion and stereo conversion) is the process of transforming 2D ("flat") film to 3D form, which in almost all cases is stereo, so it is the process of creating imagery for each eye from ...


References

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