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aj 2020-05-18 17:47:42 +01:00
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@ -627,8 +627,8 @@ Migrate the server from a single-source streaming node to a manager of multiple
\begin_layout Enumerate
Extend the native display viewfinder of the server in order to separately
render each connected source.
Allow individual placement of holograms using keyboard controls.
Include automatically coherent placement of newly connected sources.
Allow individual placement of holograms using keyboard controls and include
automatically coherent placement of newly connected sources.
\end_layout
\begin_layout Enumerate
@ -855,16 +855,16 @@ Challenges
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.
This is a significant change posing many opportunities to cause issues.
This is compounded by the goal of building for a different device than
initially intended implying a different build toolset.
\end_layout
\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.
how this system reacts to changing network conditions.
It is important to balance both frame rate and latency as sacrificing either
too heavily can significantly detriment the final experience.
\end_layout
\begin_layout Subsection
@ -952,8 +952,8 @@ passive
to make all sources meet the same latency requirement.
Active sync acts as a fine control, tightly matching source frames of the
closest timestamp from within the processing pipeline of the server.
Active sync was unable to be implemented within this project due to the
lack of access to multiple
Active sync was unable to be implemented within the allowed time-frame
due to the lack of access to multiple
\noun on
Kinect
\noun default
@ -1124,7 +1124,7 @@ LiveScan
\end_layout
\begin_layout Standard
Based on a previous design by Selinis, a proportion of frames were dropped
Completing a previous design by Selinis, a proportion of frames were dropped
at the client before queuing for transmission.
This rate was referred to as a dynamic step and was calculated by the server
based on current network conditions including latency and frame rate.
@ -1149,7 +1149,7 @@ This system was tested in both a local and cloud-based environment with
Representative data was not able to be gathered in a cloud-based environment
as a result of the system's instability and domestic network upload speed.
Preliminary data in this environment is presented with discussions regarding
how to make the frame rate drop methods better suited to these adverse
how to make the frame drop rate methods better suited to these adverse
conditions.
\end_layout
@ -3379,7 +3379,19 @@ status open
\begin_inset Caption Standard
\begin_layout Plain Layout
Example marker used within the LiveScan3D calibration process
Example marker used within the
\noun on
LiveScan3D
\begin_inset CommandInset citation
LatexCommand cite
key "livescan3d"
literal "false"
\end_inset
\noun default
calibration process
\begin_inset CommandInset label
LatexCommand label
name "fig:calibration-marker"