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