started frame throttling, flattened XR apps, removed snippets

This commit is contained in:
aj 2020-04-15 19:10:23 +01:00
parent 5ea0202762
commit 5e9faabe24
3 changed files with 282 additions and 151 deletions

View File

@ -333,10 +333,11 @@ reference?
No matter the application, common to all is the importance of the presented
media.
Typically this is in the form of pre-recorded meshes of 3D objects, captured
and stored within the application.
This is typically the case for both of the previously mentioned examples
in VR gaming and AR object reconstruction.
Less seen in commercial products is the live-streaming of 3D renders.
and stored within the application for both the previously mentioned AR
and VR examples.
Less seen in commercial products is the live-streaming of 3D renders due
in part to both the required network bandwidth and the hardware required
to capture such media.
\begin_inset Flex TODO Note (Margin)
status open
@ -366,8 +367,8 @@ literal "false"
\noun on
Microsoft Kinect
\noun default
camera to capture a scene in real-time and deliver to a server for reconstructi
on and presentation.
camera to capture a scene in real-time and deliver the result to a server
for reconstruction and presentation.
Renders or
\emph on
holograms
@ -376,16 +377,19 @@ holograms
\emph on
user experience
\emph default
such as an AR or VR client.
\end_layout
\begin_layout Standard
This project aims to extend this suite to support multi-source
such as an AR or VR client, overall a process referred to as
\emph on
holoportation
\emph default
(hologram teleportation), receiving multiple scenes concurrently analogous
to move from traditional phone calls to group conference calls.
or hologram teleportation.
\end_layout
\begin_layout Standard
This project aims to extend this suite to support multi-source holoportation,
receiving multiple scenes concurrently analogous to the move from traditional
phone calls to group conference calls.
In doing so the implementation of holoportation could be seen to be generalised
, extending the possible applications of the suite.
\end_layout
\begin_layout Standard
@ -396,7 +400,8 @@ As the spaces of augmented and virtual reality become more commonplace and
\end_layout
\begin_layout Standard
A view of what multi-source achieves can be seen in figure
A conceptual view of a multi-source configuration can be seen in figure
\begin_inset CommandInset ref
LatexCommand ref
reference "fig:premise"
@ -407,8 +412,8 @@ noprefix "false"
\end_inset
.
Both single and multi-view configurations of cameras are shown, the latter
allowing more complete renders of the subject to be acquired.
Both single and multi-view sources are shown, the latter allowing more
complete renders of the subject to be acquired.
Both shapes are presented at the
\emph on
user experience
@ -485,8 +490,8 @@ Redefine the network communications in order to identify each frame of footage
\end_layout
\begin_layout Enumerate
Update the Android AR application to present each source of footage and
facilitate individual control
Update the Android AR application to separately present each source of footage
and facilitate individual control
\end_layout
\begin_layout Subsection
@ -494,14 +499,17 @@ COVID-19
\end_layout
\begin_layout Standard
Conducted throughout the 2019/20 academic year the project was inevitably
Conducted throughout the 2019/20 academic year, the project was inevitably
affected by the global COVID-19 pandemic.
From March onwards, there was only access to a single
With a lack of access to the on-campus lab environment, from March onwards
there was access to only a single
\noun on
Kinect
\noun default
sensor, significantly hindering the ability to quantitatively evaluate
the implemented multi-source capabilities.
sensor.
This significantly hindered the ability to evaluate the implemented multi-sourc
e capabilities and alternative objectives were identified in order to maintain
productivity.
\end_layout
\begin_layout Section
@ -554,6 +562,8 @@ LiveScan
client for
\noun on
Microsoft Hololens
\noun default
\begin_inset CommandInset citation
LatexCommand cite
key "livescan3d-hololens"
@ -561,8 +571,6 @@ literal "false"
\end_inset
\noun default
and
\begin_inset CommandInset citation
LatexCommand citeauthor
@ -1177,9 +1185,17 @@ Augmented Reality
\begin_layout Standard
The advancement of mobile AR aided by it's accessibility without expensive
ancillary hardware has led this to be a rapidly growing and popular form
ancillary hardware has led it to be a rapidly growing and popular form
of XR.
The introduction of OS-level SDK's in Google's ARCore
The introduction of OS-level SDK's in
\noun on
Google
\noun default
's
\noun on
ARCore
\noun default
\begin_inset CommandInset citation
LatexCommand cite
key "ARCore"
@ -1187,7 +1203,15 @@ literal "false"
\end_inset
and Apple's ARKit
and
\noun on
Apple
\noun default
's
\noun on
ARKit
\noun default
\begin_inset CommandInset citation
LatexCommand cite
key "arkit"
@ -1195,7 +1219,8 @@ literal "false"
\end_inset
make it easier to create AR experiences.
make it easier to create AR experiences without the need to re-implement
the required boilerplate computer vision concepts.
\end_layout
\begin_layout Standard
@ -2235,12 +2260,87 @@ name "subsec:Buffers"
\end_layout
\begin_layout Standard
One of the weaknesses of the native codebase laid in it's network behaviour.
Requests for live frames made by the server to each connected client were
done in a synchronous fashion, pausing the operation of the thread responsible
for passing these frames to the OpenGL display and UEs in order to wait
for delivery from all clients.
\end_layout
\begin_layout Standard
While this would not be expected to present impaired performance in a controlled
lab environment, it could prove detrimental when connected over the public
internet where adverse network conditions and bandwidth bottlenecks are
more likely.
\end_layout
\begin_layout Standard
In practice this means that the user experience both at the server and any
connected UEs were determined by the instantaneous network conditions.
\end_layout
\begin_layout Standard
With these public internet applications and the expected network conditions
in mind,
\begin_inset CommandInset citation
LatexCommand citeauthor
key "livescan3d-buffers"
literal "false"
\end_inset
\begin_inset CommandInset citation
LatexCommand cite
key "livescan3d-buffers"
literal "false"
\end_inset
provided improvements on this behaviour by including a system of buffers
throughout the transmission pipeline in order to unblock the network operations.
\begin_inset Flex TODO Note (Margin)
status open
\begin_layout Plain Layout
diagram?
\end_layout
\end_inset
\end_layout
\begin_layout Standard
Each client queues frames ready for transmission in a buffer while the server
maintains a buffer at each socket for reception.
The
\noun on
KinectServer
\noun default
collates frames from each socket's Rx buffer and moves them into a live
buffer for display and moving into a Tx buffer ready for transmission onto
any connected user experiences.
\end_layout
\begin_layout Standard
This system decouples the network behaviour smoothing the effect of temporary
network conditions.
\end_layout
\begin_layout Standard
Additionally, Selinis' work included the extension of connections between
both client-server and server-UE to allow the use of multiple concurrent
TCP connections, effectively increasing the available bandwidth.
\end_layout
\begin_layout Subsection
\noun on
LiveScan
\noun default
Hololens
XR Applications
\end_layout
\begin_layout Standard
@ -2277,14 +2377,6 @@ LiveScan
point clouds in a head-mounted AR context.
\end_layout
\begin_layout Subsection
\noun on
LiveScan
\noun default
Android
\end_layout
\begin_layout Standard
Utilising a key strength of
\noun on
@ -2364,12 +2456,19 @@ literal "false"
Unity
\noun default
package was used to allow the live manipulation of displayed holograms,
abstracting away much of the otherwise required boilerplate touch management
code.
abstracting away much of the otherwise required boilerplate input processing
and management.
\end_layout
\begin_layout Subsection
Evaluation
\begin_inset CommandInset label
LatexCommand label
name "subsec:Evaluation"
\end_inset
\end_layout
\begin_layout Standard
@ -2463,24 +2562,30 @@ Explain UDP/TCP? covered in high bandwidth media streaming?
\end_layout
\begin_layout Standard
\begin_inset Note Comment
The addition of buffers allows the presentation layer to request frames
from a buffer at a constant rate, decoupled from a level of volatility
in the network layer.
In doing so, however, the total perceived delay between capture and display
can be increased as the frames spend time in each of the consecutive buffers.
In an effort to identify methods for controlling this, investigations are
made into the effect of intentionally reducing the transmitted frame rate
in order to reduce this overall delay.
\begin_inset Flex TODO Note (Margin)
status open
\begin_layout Plain Layout
The original applications were best suited to a local environment as a result
of many of the network functions being blocking.
Should any delays or interruptions have occurred during a network operation,
then the application would need to stop and wait for remediation before
continuing.
Interruptions of this type are more common when moving from a LAN environment
to communicating over the open internet.
reword?
\end_layout
\begin_layout Plain Layout
From a network perspective the need to make these actions non-blocking would
present benefits for both multi-source and multi-view configurations.
\end_inset
\end_layout
\begin_layout Standard
\begin_inset Note Comment
status open
\begin_layout Plain Layout
Additionally, the network polling rates are higher than the frame rate of
the produced video, when the server requests a frame before a new one has
@ -2488,12 +2593,6 @@ Additionally, the network polling rates are higher than the frame rate of
This presents unnecessary bandwidth usage.
\end_layout
\begin_layout Plain Layout
Moving to a multi-source context implies transmitting over the internet
as opposed to local operation, this will make blocking actions and bloated
bandwidth more dangerous to user experience.
\end_layout
\end_inset
@ -2868,9 +2967,8 @@ MainWindow
OpenGL
\noun default
were changed.
A Frame structure was defined to wrap an individual point cloud with a
source ID to allow differentiation, the definition can be seen in appendix
A Frame object was defined to wrap an individual point cloud with a source
ID to allow differentiation, the definition can be seen in appendix
\begin_inset CommandInset ref
LatexCommand ref
reference "subsec:Frame"
@ -2881,7 +2979,7 @@ noprefix "false"
\end_inset
.
The structure holds fields for each of the lists previously shared between
The object holds fields for each of the lists previously shared between
the two objects including a list of vertices (co-ordinates) and the RGB
values for each as well as the camera poses and bodies.
\end_layout
@ -2944,19 +3042,7 @@ Point3f
\noun on
Kinect
\noun default
camera.
There is also a class defining an affine transformation, the definitions
for all three can be seen in appendix
\begin_inset CommandInset ref
LatexCommand ref
reference "sec:Existing-Data-Structures"
plural "false"
caps "false"
noprefix "false"
\end_inset
.
camera, there is also a class defining an affine transformation.
\end_layout
\begin_layout Standard
@ -3474,7 +3560,7 @@ status open
\begin_inset Caption Standard
\begin_layout Plain Layout
Existing packet header structure for all
Native packet header structure for all
\noun on
LiveScan
\noun default
@ -3795,6 +3881,104 @@ is this a good idea?
Frame Rate Throttling
\end_layout
\begin_layout Standard
As discussed in the evaluations for the
\noun on
LiveScan
\noun default
suite (section
\begin_inset CommandInset ref
LatexCommand ref
reference "subsec:Evaluation"
plural "false"
caps "false"
noprefix "false"
\end_inset
), the inclusion of buffers can add to the perceived delay of holograms
from capture to presentation as frames propagate through each.
\end_layout
\begin_layout Standard
A proposed hypothesis for reducing this delay was to control the transmitted
frame rate.
It follow that this would reduce the population of each buffer and reduce
the time that each frame spent within each.
\end_layout
\begin_layout Standard
This was implemented based on further work by Selinis introducing the concept
of a dynamic step calculated from a provided FPS and delay requirement
which would represent the percentage of frames dropped by the client.
This step is transmitted in the header of each frame request of a client
theoretically allowing the system to dynamically respond to changes in
network conditions.
\begin_inset Flex TODO Note (Margin)
status open
\begin_layout Plain Layout
needs some clarification, ie that ioannis wrote the calculatespecs
\end_layout
\end_inset
\end_layout
\begin_layout Subsubsection
Design Considerations
\end_layout
\begin_layout Standard
When considering the final applications of these concepts in the context
of a multi-source project, the ability to have a step per source was included
in order to take into account the different network conditions between
the server and each source's client(s).
A single set of FPS and delay requirements would still be provided and
a step for each source would be calculated and distributed using the calculated
conditions of each.
\end_layout
\begin_layout Standard
In order to complete the implementations of these concepts and evaluate
the hypothesis the following was required,
\end_layout
\begin_layout Itemize
Extend the provided stats calculation function to do so for each source
as opposed to globally.
\end_layout
\begin_deeper
\begin_layout Itemize
This allows source-specific dynamic steps to be used.
\end_layout
\end_deeper
\begin_layout Itemize
Implement a moving average scheme to be applied to successive subsets of
frame delays from client to server.
\end_layout
\begin_layout Itemize
Allow either an FPS or delay requirement to be made as well as a combination
of the two in order to the prioritisation of either.
\end_layout
\begin_layout Subsubsection
Multi-Source Stats
\end_layout
\begin_layout Standard
The base calculations of live statistics provided the FPS and used network
bandwidth of the
\noun on
KinectServer
\noun default
.
\end_layout
\begin_layout Subsection
Cross-Platform Extensions
\end_layout
@ -3824,7 +4008,7 @@ Within this piece the process of extending the
\noun on
LiveScan3D
\noun default
software to include multi-source holoportation has been introduced.
software to include multi-source holoportation has been presented.
The use of such a system has many applications from those inherited from
traditional 2D video such as conference calls to new utilisations that
are wholly unique to the environment.
@ -3835,15 +4019,24 @@ The literature review contextualises the
\noun on
LiveScan
\noun default
suite and the wider spaces of AR, VR, 3D video and multi-source holoportation
suite and the wider spaces of XR, 3D video and multi-source holoportation
itself.
Previous examples of holoportation are described and their aims of achieving
telepresence are discussed.
\end_layout
\begin_layout Standard
The current state of the project is laid out showing good progress through
the required areas of development.
The results of the project are
\begin_inset Note Comment
status open
\begin_layout Plain Layout
laid out showing good progress through the required areas of development
\end_layout
\end_inset
.
Of these areas of concern, the display element has been extended in order
to allow the rendering of multiple environments simultaneously with a dynamic
sub-system of geometric transformations.
@ -4013,64 +4206,6 @@ Connected sources
Connected user experiences
\end_layout
\begin_layout Section
Existing Data Structures
\begin_inset CommandInset label
LatexCommand label
name "sec:Existing-Data-Structures"
\end_inset
\end_layout
\begin_layout Standard
\begin_inset Flex TODO Note (inline)
status open
\begin_layout Plain Layout
I reckon this is all unnecessary, if any code goes in, it's not struct definitio
ns
\end_layout
\end_inset
\end_layout
\begin_layout Standard
\begin_inset CommandInset include
LatexCommand lstinputlisting
filename "../snippets/point2f.cs"
lstparams "language={[Sharp]C},caption={Cartesian coordinate in 2 dimensions}"
\end_inset
\end_layout
\begin_layout Standard
\begin_inset CommandInset include
LatexCommand lstinputlisting
filename "../snippets/point3f.cs"
lstparams "language={[Sharp]C},caption={Cartesian coordinate in 3 dimensions}"
\end_inset
\end_layout
\begin_layout Standard
\begin_inset CommandInset include
LatexCommand lstinputlisting
filename "../snippets/affinetransform.cs"
lstparams "language={[Sharp]C},caption={Affine transformation matrix with translation}"
\end_inset
\end_layout
\begin_layout Section
New Data Structures
\end_layout

View File

@ -419,3 +419,12 @@
urldate = {2020-04-11}
}
@online{livescan3d-buffers,
author = {Selinis, Ioannis},
organization = {University of Surrey 5GIC},
title = {LiveScan3D: Buffers \& a non-blocking network},
url = {https://github.com/Sarsoo/LiveScan3D/commit/8ce756cfb29406d5f1202632a638514f0de848aa},
urldate = {2020-04-15},
year = {2020}
}

View File

@ -1,21 +1,8 @@
public struct Frame
public class Frame
{
public List<Single> Vertices;
public List<byte> RGB;
public List<Body> Bodies;
public int ClientID;
public int SourceID;
public List<AffineTransform> CameraPoses;
public Frame(List<Single> vertsin,
List<byte> rgbin,
List<Body> bodiesin,
int clientID,
List<AffineTransform> cameraPosesin)
{
Vertices = vertsin;
RGB = rgbin;
Bodies = bodiesin;
ClientID = clientID;
CameraPoses = cameraPosesin;
}
}