fixed conclusion, final draft
@ -668,7 +668,7 @@ status open
|
||||
\begin_inset Graphics
|
||||
filename ../media/ObjectivesSummary.png
|
||||
lyxscale 30
|
||||
width 50col%
|
||||
width 45col%
|
||||
|
||||
\end_inset
|
||||
|
||||
@ -715,7 +715,7 @@ Connection Quality
|
||||
Introducing multiple sources to the experiences increases complexity in
|
||||
many ways.
|
||||
When assuming geographically distant sources it could also be assumed there
|
||||
will be different network conditions between each and the server.
|
||||
will be different network conditions between each of these and the server.
|
||||
How the server handles and presents differences in connection quality will
|
||||
be critical to the user experience when consumed in AR or VR where such
|
||||
discrepancies would otherwise be clear and harmful.
|
||||
@ -744,7 +744,7 @@ The bandwidth for multiple sources can be expected to scale linearly in
|
||||
only.
|
||||
For an already demanding service, this could require additional management.
|
||||
An expected environment for the server would be a cloud-based environment
|
||||
where bandwidth can be expected to be high, investigations into it's behaviour
|
||||
where bandwidth can be expected to be high, investigations into its behaviour
|
||||
in this scenario are presented in section
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
@ -770,9 +770,9 @@ Synchronising sources for display poses the largest challenge to a seamless
|
||||
The previous conference call example would be one where this offset would
|
||||
not be tolerable, the audio delay incurred during transatlantic phone calls
|
||||
can make communication harder in the same way.
|
||||
Additionally it is likely that such a system would need to be situated
|
||||
in the main processing flow of frames at the server, as such a high performance
|
||||
implementation must be found in order not to detriment the overall performance.
|
||||
Additionally, such a system would likely need to be situated in the main
|
||||
processing flow of frames at the server, as such a high-performance implementat
|
||||
ion must be found in order not to detriment the overall performance.
|
||||
Two theories of synchronisation are presented in section
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
@ -851,23 +851,20 @@ LiveScan
|
||||
Challenges
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_layout Itemize
|
||||
The biggest challenge to the mobile AR migration is the scope of changes
|
||||
being made to the codebase, changing the base library used to create and
|
||||
manage the AR environment.
|
||||
This is a significant change and poses many opportunities to cause issues
|
||||
compounded by the goal of building for a different device than initially
|
||||
intended implying a different build toolset.
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
frame rate challenge?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\begin_layout Itemize
|
||||
The biggest challenge in implementing dynamic frame rate throttling is defining
|
||||
how this system reacts to changing network conditions, it is important
|
||||
to balance both frame rate and latency as detriment either too heavily
|
||||
can significantly detriment the final experience.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
@ -950,7 +947,7 @@ passive
|
||||
using the included NTP functionality, source synchronisation attempts to
|
||||
match frames captured at the same time during display.
|
||||
Passive sync acts as a coarse match and aims to keep frames within a tolerable
|
||||
latency interval by responding to current environment conditions.
|
||||
latency interval by responding to current environmental conditions.
|
||||
Within this work, this is exemplified by throttling transmitted frame rate
|
||||
to make all sources meet the same latency requirement.
|
||||
Active sync acts as a fine control, tightly matching source frames of the
|
||||
@ -995,8 +992,8 @@ PointCloudReceiver
|
||||
\emph on
|
||||
Stale
|
||||
\emph default
|
||||
source were defined as sources that have not delivered a frame to the server
|
||||
within a given time interval.
|
||||
sources were defined as sources that have not delivered a frame to the
|
||||
server within a given time interval.
|
||||
This allows them to be removed from live display in order to maintain the
|
||||
experience of other connected sources.
|
||||
This was implemented through the
|
||||
@ -1010,8 +1007,8 @@ SourceCollection
|
||||
|
||||
\begin_layout Standard
|
||||
The settings object previously maintained globally was redefined as being
|
||||
a source level variable.
|
||||
Containing calibration information, this allowed sources to be setup in
|
||||
a source-level variable.
|
||||
Containing calibration information, this allowed sources to be set up in
|
||||
multi-view configurations.
|
||||
These settings objects were also stored within the
|
||||
\noun on
|
||||
@ -1086,7 +1083,7 @@ LiveScan
|
||||
\noun default
|
||||
specific code, the network behaviour was also as expected and the client
|
||||
connected to the server without issue.
|
||||
At this point it was discovered that the included geometry shader used
|
||||
At this point, it was discovered that the included geometry shader used
|
||||
by the
|
||||
\noun on
|
||||
Android
|
||||
@ -1144,7 +1141,7 @@ This system was tested in both a local and cloud-based environment with
|
||||
these variables.
|
||||
Using figure-only capture, a dynamic step was shown to successfully control
|
||||
the otherwise unbounded latency.
|
||||
The limitations of this approach is discussed including the observed wide
|
||||
The limitations of this approach are discussed including the observed wide
|
||||
oscillations around the requirement as a result of the linear step motion.
|
||||
\end_layout
|
||||
|
||||
@ -1184,11 +1181,7 @@ LiveScan3D
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
|
||||
The
|
||||
\noun on
|
||||
LiveScan3D
|
||||
\noun default
|
||||
suite is described and evaluated in section
|
||||
Section
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand vref
|
||||
reference "sec:LiveScan3D"
|
||||
@ -1198,7 +1191,11 @@ noprefix "false"
|
||||
|
||||
\end_inset
|
||||
|
||||
, the original state is outlined and the impact of subsequent developments
|
||||
describes and evaluates the
|
||||
\noun on
|
||||
LiveScan3D
|
||||
\noun default
|
||||
suite; the original state is outlined and the impact of subsequent developments
|
||||
are discussed.
|
||||
\begin_inset Newline newline
|
||||
\end_inset
|
||||
@ -1393,7 +1390,7 @@ noprefix "false"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -1590,8 +1587,18 @@ cted.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
With the increasing computational power of computers and GPUs, methods to
|
||||
do so in real-time with high frame rates have been demonstrated
|
||||
With the increasing computational power of computers and GPUs
|
||||
\begin_inset Foot
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Graphics Processing Unit, processors specialising in parallel computing
|
||||
with applications in graphics rendering
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
, methods to do so in real-time with high frame rates have been demonstrated
|
||||
\begin_inset CommandInset citation
|
||||
LatexCommand cite
|
||||
key "cuda-visual-hull"
|
||||
@ -1666,7 +1673,7 @@ literal "false"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
These techniques draw data from tightly calibrated camera viewpoints, however,
|
||||
These techniques draw data from tightly calibrated camera viewpoints, however
|
||||
when considering consumer-grade applications this is typically not available.
|
||||
The use of infra-red structured light and
|
||||
\emph on
|
||||
@ -2186,16 +2193,6 @@ literal "false"
|
||||
experiences for developing worker balance to aid in working at elevation
|
||||
and AR experiences incorporated into the workplace for aiding in task sequencin
|
||||
g to reduce the effect of memory on safety.
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Link with work?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -2306,8 +2303,8 @@ Android
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The advancement of mobile AR bolstered by the growing ubiquity of compatible
|
||||
hardware has led it to become a rapidly growing and popular form of XR.
|
||||
The advancement of mobile AR, bolstered by the growing ubiquity of compatible
|
||||
hardware, has led it to become a rapidly growing and popular form of XR.
|
||||
The introduction of OS-level SDK's in
|
||||
\noun on
|
||||
Google
|
||||
@ -2347,7 +2344,8 @@ literal "false"
|
||||
\begin_layout Standard
|
||||
These frameworks provide native AR environments in which important prerequisites
|
||||
including rear-camera pass-through, device motion tracking and plane tracking
|
||||
are implemented with the performance expected of an OS-level library.
|
||||
are implemented with the performance and development tools expected of
|
||||
an OS-level library.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -2404,7 +2402,7 @@ Unity
|
||||
\noun default
|
||||
's greatest strengths lies in its native cross-platform deployment allowing
|
||||
building for the largest PC, mobile and games console platforms.
|
||||
This in conjunction with
|
||||
This, in conjunction with
|
||||
\noun on
|
||||
Google
|
||||
\noun default
|
||||
@ -2416,7 +2414,7 @@ ARCore
|
||||
\noun on
|
||||
Unity
|
||||
\noun default
|
||||
package facilitated Selinis' migration of the
|
||||
package, facilitated Selinis' migration of the
|
||||
\noun on
|
||||
Hololens
|
||||
\noun default
|
||||
@ -2758,36 +2756,10 @@ OpenCV
|
||||
in calibration.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Flex TODO Note (inline)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
Link to livescan?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
Multi-Source Holoportation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Flex TODO Note (inline)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
More?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
The space of multi-source holoportation has been explored by
|
||||
\begin_inset CommandInset citation
|
||||
@ -2938,7 +2910,7 @@ name "fig:World-in-Miniature-group-by-group"
|
||||
\begin_layout Standard
|
||||
In comparison to
|
||||
\noun on
|
||||
LiveScan
|
||||
LiveScan,
|
||||
\noun default
|
||||
these provide domain-specific applications, the implementation developed
|
||||
within this project aims to provide a general many-to-one application of
|
||||
@ -2999,11 +2971,11 @@ telepresence
|
||||
\emph default
|
||||
was presented.
|
||||
Domain-specific examples of multi-source holoportation were described to
|
||||
contextualise this projects aim to produce a general implementation.
|
||||
contextualise this project's aim to produce a general implementation.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -3887,20 +3859,7 @@ The addition of buffers allows the presentation layer to request frames
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
comparison between multi-view and multi-source
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -4037,7 +3996,7 @@ Implementation
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
During initial testing frames received from a live sensor were intercepted
|
||||
During initial testing, frames received from a live sensor were intercepted
|
||||
and serialized to XML in local storage.
|
||||
These frames were then loaded into memory as the server was started and
|
||||
merged with those received live before display.
|
||||
@ -4286,11 +4245,11 @@ LiveScan3D
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
To accomplish this a dictionary was used as the shared variable with each
|
||||
To accomplish this, a dictionary was used as the shared variable with each
|
||||
client's frame referenced by its source ID.
|
||||
In doing so only one frame per client is kept and each new frame overrides
|
||||
the last.
|
||||
During rendering the dictionary is iterated through and each point cloud
|
||||
During rendering, the dictionary is iterated through and each point cloud
|
||||
combined.
|
||||
During combination, a client-specific transformation is retrieved from
|
||||
an instance of the
|
||||
@ -5069,8 +5028,10 @@ Although capturing frames at the same rate (30Hz), it is highly unlikely
|
||||
|
||||
\begin_layout Standard
|
||||
Secondly, during transmission a variable amount of latency will be introduced
|
||||
as a result of the network conditions and distance from client to server
|
||||
and from server to UE.
|
||||
as a result of the network conditions and distance between client, server
|
||||
and UE.
|
||||
This likely presents the majority of the whole value and as such is focused
|
||||
on.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -5134,20 +5095,13 @@ Active
|
||||
synchronisation includes efforts to tightly match frames during processing
|
||||
at the server in order to minimise the difference in latency since capture.
|
||||
In practice, this could be achieved at the point where frames are moved
|
||||
from the various receiving buffers to the live buffer
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
implementation?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
.
|
||||
from the various receiving buffers to the live buffer.
|
||||
Positioned within the critical processing pipeline, active methods have
|
||||
access to only a tight interval of frames and must operate quickly making
|
||||
them more sensitive to wide latency differences in sources.
|
||||
This sensitivity and tight interval of frames from which to pick matched
|
||||
frames will likely also make active sync methods more fragile if latency
|
||||
deltas are too wide.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -5241,8 +5195,8 @@ Google ARCore
|
||||
\noun on
|
||||
LiveScan
|
||||
\noun default
|
||||
specific objects responsible for receiving and constructing holograms within
|
||||
the AR scene.
|
||||
specific objects and C# scripts responsible for receiving and constructing
|
||||
holograms within the AR scene.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -5289,11 +5243,11 @@ name "fig:Existing-scripts"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
This
|
||||
The layout of
|
||||
\noun on
|
||||
LiveScan
|
||||
\noun default
|
||||
specific code can be seen in figure
|
||||
specific C# components can be seen in figure
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
reference "fig:Existing-scripts"
|
||||
@ -5354,12 +5308,25 @@ Unity
|
||||
\noun default
|
||||
allowed the restructuring of this architecture into one capable of supporting
|
||||
multi-source experiences with minimal code additions.
|
||||
A source prefab
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
A source
|
||||
\emph on
|
||||
prefab
|
||||
\emph default
|
||||
|
||||
\begin_inset Foot
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
does prefab need defining?
|
||||
A
|
||||
\emph on
|
||||
prefab
|
||||
\emph default
|
||||
is a preconfigured
|
||||
\noun on
|
||||
Unity
|
||||
\noun default
|
||||
GameObject with defined parameters and attached C# scripts capable of easily
|
||||
being instantiated in the scene
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
@ -5517,7 +5484,7 @@ A source could be considered
|
||||
stale
|
||||
\emph default
|
||||
when a frame has not been received for it within a certain time threshold,
|
||||
the default was decided as 5 seconds.
|
||||
the default was defined as 5 seconds.
|
||||
Beyond this, the source should be considered, if at least temporarily,
|
||||
disconnected.
|
||||
\end_layout
|
||||
@ -5661,16 +5628,6 @@ KinectSettings
|
||||
KinectServer
|
||||
\noun default
|
||||
is capable of delivering the current settings to each client.
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
settings window figure?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
@ -5778,8 +5735,9 @@ While no applications for such a configuration are posed here, this could
|
||||
.
|
||||
However, the constant transmission of a source ID also extends the possibility
|
||||
for error.
|
||||
During debugging, what was assumed to be a malformed packet could cause
|
||||
a frame to be entered for a different source as the source ID was corrupted.
|
||||
Rarely, during debugging what was assumed to be a malformed packet could
|
||||
cause a frame to be entered for a different source as the source ID was
|
||||
corrupted.
|
||||
While a single frame error doesn't necessarily constitute a catastrophic
|
||||
error, it could prove detrimental to the experience.
|
||||
|
||||
@ -5841,11 +5799,17 @@ LiveScan
|
||||
\noun default
|
||||
suite have been presented.
|
||||
The suite is now capable of supporting multi-source experiences from client
|
||||
to mobile AR application.
|
||||
The viewfinder display at the server also provides an interactive space
|
||||
to view all connected sources.
|
||||
The limitations of the mobile AR application have been described, notably
|
||||
the lack of individual touch interaction.
|
||||
to mobile AR application although tests have not been conducted due to
|
||||
a lack of access to multiple
|
||||
\noun on
|
||||
Kinect
|
||||
\noun default
|
||||
sensors.
|
||||
The viewfinder display at the server provides an interactive space to view
|
||||
all connected sources, each can be moved using keyboard controls.
|
||||
Despite being able to view multiple sources concurrently, the limitations
|
||||
of the mobile AR application have been described, notably the lack of individua
|
||||
l touch interaction.
|
||||
Two concepts of synchronisation have been introduced,
|
||||
\emph on
|
||||
active
|
||||
@ -5885,7 +5849,7 @@ KinectSettings
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -6009,16 +5973,19 @@ literal "false"
|
||||
\end_inset
|
||||
|
||||
effect of rear-camera pass-through natural to handheld AR experiences.
|
||||
\begin_inset Flex TODO Note (Margin)
|
||||
status open
|
||||
|
||||
\begin_layout Plain Layout
|
||||
expand?
|
||||
\end_layout
|
||||
|
||||
\end_inset
|
||||
|
||||
|
||||
\begin_layout Standard
|
||||
Methods to do acquire such permissions were not identified and in an effort
|
||||
to properly generalise the application,
|
||||
\noun on
|
||||
Unity's
|
||||
\noun default
|
||||
|
||||
\noun on
|
||||
ARFoundation
|
||||
\noun default
|
||||
was instead investigated.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
@ -6404,7 +6371,7 @@ Android
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -6446,8 +6413,10 @@ y the transmission buffer of the client.
|
||||
\begin_layout Standard
|
||||
A proposed hypothesis for reducing this delay is to limit the transmitted
|
||||
frame rate.
|
||||
It follows that this would reduce the population of each buffer and reduce
|
||||
the time that each frame spent within each.
|
||||
It follows that this would reduce the time required to deliver a unit time's
|
||||
worth of footage.
|
||||
Additionally this would theoretically reduce the population of each buffer
|
||||
and reduce the time that each frame spent within each.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -7105,7 +7074,7 @@ name "fig:TestCloud"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -7555,7 +7524,7 @@ noprefix "false"
|
||||
\end_inset
|
||||
|
||||
.
|
||||
While the extent of the lag varies, in the figures
|
||||
While the extent of the lag varies, in figures
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
reference "fig:a-1"
|
||||
@ -7577,7 +7546,7 @@ noprefix "false"
|
||||
|
||||
there can be seen to be roughly 10 seconds between the expected rate intersecti
|
||||
ng the actual FPS and the induced drop.
|
||||
Additionally, in these cases the expected frame rate has already started
|
||||
Additionally, in these cases, the expected frame rate has already started
|
||||
increasing before the actual frame rate properly responds.
|
||||
\end_layout
|
||||
|
||||
@ -7610,9 +7579,9 @@ noprefix "false"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
As a whole, in general the observed frame rate can be seen initially to
|
||||
drop with the expected value before flattening and peaking at a similar
|
||||
time to latency.
|
||||
When considering an individual latency spike, in general the observed frame
|
||||
rate can be seen initially to drop with the expected value before flattening
|
||||
and peaking at a similar time to latency.
|
||||
Latency and frame rate in many cases drop at similar times before the FPS
|
||||
then rises in line with the expected value.
|
||||
\end_layout
|
||||
@ -7920,7 +7889,7 @@ noprefix "false"
|
||||
\end_inset
|
||||
|
||||
presents the average transmission latency with an uncontrolled frame drop
|
||||
rate.
|
||||
rate in a cloud environment.
|
||||
The used bandwidth is also visualised averaging around 10Mbps, the rated
|
||||
upload speed for the domestic internet connection.
|
||||
The latency can be seen to increase linearly and constantly with the exponentia
|
||||
@ -8076,6 +8045,23 @@ name "fig:unstable-cloud-based-latency"
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
This was the extent of data able to be gathered in the cloud environment,
|
||||
the dynamic step proved ineffectual as the drop rate was not promptly transmitt
|
||||
ed to the connected client.
|
||||
This resulted in an unbounded latency increase as seen in figure
|
||||
\begin_inset CommandInset ref
|
||||
LatexCommand ref
|
||||
reference "fig:raw-cloud-latency"
|
||||
plural "false"
|
||||
caps "false"
|
||||
noprefix "false"
|
||||
|
||||
\end_inset
|
||||
|
||||
.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\end_inset
|
||||
@ -8089,9 +8075,9 @@ Discussion
|
||||
|
||||
\begin_layout Standard
|
||||
Demonstrated in both the LAN and cloud environment, it can be seen that
|
||||
a high enough frame drop rate maintains a constant latency while lowering
|
||||
a low enough expected frame rate maintains a constant latency while increasing
|
||||
this beyond a critical value induces a constant linear increase.
|
||||
This would suggest that below this critical value the server is not able
|
||||
This would suggest that above this critical value the server is not able
|
||||
to receive frames at a rate higher than they are being produced at the
|
||||
client allowing the latency to begin increasing as a backlog of frames
|
||||
is produced.
|
||||
@ -8135,7 +8121,7 @@ noprefix "false"
|
||||
network is being stressed most, this would be just beforehand when the
|
||||
latency is increasing.
|
||||
With an empty buffer, the latency drops and the frame rate falls to the
|
||||
expected value, more able to closely follow it with the less contested
|
||||
expected value, more able to closely follow it with the less congested
|
||||
network conditions.
|
||||
\end_layout
|
||||
|
||||
@ -8198,8 +8184,9 @@ noprefix "false"
|
||||
|
||||
).
|
||||
As this is included in the header of each request it was concluded that
|
||||
requests were being queued at the server unable to be transmitted over
|
||||
the socket busy receiving frames.
|
||||
these were either being queued at the server unable to be transmitted over
|
||||
the socket busy receiving frames or queued at the client ready for processing
|
||||
and responding to the request.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsubsection
|
||||
@ -8236,10 +8223,11 @@ An alternative would be to allow the server to independently implement this
|
||||
This could be done by dynamically controlling the rate of frame requests
|
||||
made by the server as opposed to the rate of frames created at the client.
|
||||
An advantage could be found in the increased efficiency.
|
||||
Currently the server requests frames at a constant rate and the client
|
||||
Currently, the server requests frames at a constant rate and the client
|
||||
decides whether a frame should be delivered in response.
|
||||
With a higher step (and therefore lower expected frame rate) a higher proportio
|
||||
n of requests made by the server are unnecessary.
|
||||
n of requests made by the server are unnecessary, in a real-time application
|
||||
this should be minimised.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Subsection
|
||||
@ -8266,7 +8254,7 @@ The cloud environment was shown to be highly unstable, such that representative
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
\begin_inset Newpage newpage
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
@ -8514,7 +8502,8 @@ A system of frame rate throttling was successfully implemented in order
|
||||
It's applicability to source synchronisation was discussed and preliminary
|
||||
data from both a local and cloud-based environment was presented.
|
||||
The implemented method was successfully shown to limit latency by controlling
|
||||
transmitted frame rate.
|
||||
transmitted frame rate in the LAN environment.
|
||||
The limitations encountered in the cloud environment were also presented.
|
||||
Possible drawbacks with the method were highlighted and alternative implementat
|
||||
ions were proposed.
|
||||
\end_layout
|
||||
@ -8523,6 +8512,10 @@ ions were proposed.
|
||||
Possible future developments and investigations were outlined including
|
||||
those working from the developments of this project and those inherent
|
||||
to the suite itself.
|
||||
\begin_inset Newpage pagebreak
|
||||
\end_inset
|
||||
|
||||
|
||||
\end_layout
|
||||
|
||||
\begin_layout Section
|
||||
@ -8537,13 +8530,17 @@ name "sec:Conclusions"
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Holoportation and multi-source configurations thereof are important technologies
|
||||
for extended reality experiences with broad appeal to many applications.
|
||||
Holoportation and multi-source configurations thereof are important for
|
||||
all forms of extended reality experiences.
|
||||
The use of consumer hardware, specifically the
|
||||
\noun on
|
||||
Kinect
|
||||
\noun default
|
||||
, has accelerated the space.
|
||||
, has accelerated the space and allowed access to the technology without
|
||||
a dedicated lab environment.
|
||||
With broad appeal to many applications, the generic real-time collection
|
||||
and transmission of 3D video will facilitate both existing XR experiences
|
||||
and a future of those based on live broadcast.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
@ -8556,16 +8553,33 @@ rce version can be seen to further generalise the application suite.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Unfortunately, the impact of the COVID-19 pandemic severely impacted the
|
||||
latter third of the project resulting in an inability to both quantitatively
|
||||
evaluate the multi-source server and implement the mobile AR application
|
||||
touch controls.
|
||||
This project presents such a development, allowing the capture of multiple
|
||||
scenes simultaneously with presentation both at the server and in a mobile
|
||||
AR context.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Despite the obstacles, additional objectives allowed extra investigations
|
||||
to be made into the suite with significant progress made in making the
|
||||
mobile application cross-platform and data gathered on the network behaviour.
|
||||
Unfortunately, the impact of the COVID-19 pandemic severely impacted the
|
||||
latter third of the project resulting in an inability to both quantitatively
|
||||
evaluate the multi-source server and implement individual touch controls
|
||||
for the mobile AR application.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Despite this, additional objectives allowed extra investigations to be made
|
||||
into the suite with significant progress made in making the mobile application
|
||||
cross-platform.
|
||||
Finally, data was gathered on a form of
|
||||
\emph on
|
||||
passive
|
||||
\emph default
|
||||
sync, the network behaviour of the suite was evaluated as transmitted frame
|
||||
rate was limited in order to control transmission latency.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
Overall, although the majority of the objectives have been met, quantitative
|
||||
evaluation remains to be completed.
|
||||
\end_layout
|
||||
|
||||
\begin_layout Standard
|
||||
|
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 74 KiB |
Before Width: | Height: | Size: 57 KiB After Width: | Height: | Size: 43 KiB |
Before Width: | Height: | Size: 122 KiB After Width: | Height: | Size: 95 KiB |
Before Width: | Height: | Size: 96 KiB After Width: | Height: | Size: 126 KiB |