作者chtguest (贱兔)
看板VR
标题[技术] 改善VR可能使得你的电脑无法负荷(上)
时间Sun Jan 21 05:51:47 2018
原文:
https://www.theregister.co.uk/2018/01/16/human_limits_of_vr_and_ar/
作者:David Matthews, 16 Jan 2018
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Put on a virtual reality headset and it's hard to believe that your visual
system is being stretched beyond its limit. Individual pixels are still
visible, and the narrow field of view makes it feel like you're wearing ski
googles.
可能很难相信,当你戴上VR头盔,你的视觉系统可以被扩展 到超越极限。每个像素都清
晰可见,狭窄的视野让你感觉像是戴着滑雪镜。
Yet even now VR bombards our visual system with more information than it can
process. Engineers are grappling with how to make headset displays match up
with what we can biologically handle. If they fail, VR could hit a ceiling
where it requires too much computing power to make virtual worlds look
realistic.
现在VR正努力解决资讯处理能力不足的问题并试图挑战人类的视觉系统。工程师们正努力
让VR头盔的画面可以跟上人类生理的处理能力。如果他们失败了,VR可能碰到电脑计算能
力不足的瓶颈,进而导致VR不够真实。
One of the key challenges is that most of the pixels currently displayed by
headsets are, in some sense, wasted. To understand why, consider how we see.
Our vision consists of a high-resolution fovea in the centre, surrounded by a
much more blurry periphery, which has evolved to be good at detecting motion
but far worse at fine detail and colour.
其中一个难题是,现有技术在某种程度上,浪费了头盔的显示像素。其原因是人类的视觉
是由眼中心的眼窝及其周边所构成。眼窝有能力处理高解析度的资讯,眼周则对物体移动
十分敏感,但对於细节及颜色的处理能力不佳。
"All of our fine resolution takes place in the central one degree," says Tim
Meese, professor of vision science at Aston University. Graphics card maker
Nvidia has calculated that around 96 per cent of the pixels in a VR headset
are viewed in our periphery, rather than the central fovea.
阿斯顿大学的视觉科学教授Tim Meese指出:“人类眼睛的中心区域有较好的视觉解析度
”。显示卡制造商NVIDIA估算,现在的VR头盔大约有96%的像素被眼周而不是在中心的眼
窝所接收。
Foveated rendering
中心渲染
The technological race is therefore on to develop "foveated rendering":
headsets that display a small, high-resolution spot that follows where we are
looking, but a steadily lower quality image in our periphery, in order to
save on processing power.
上述的问题导致了这场VR科技竞赛将着重在“中心渲染”的技术上。中心渲染技术是指,
VR头盔在视野中心区域显示高画质,而在周边区域显示相对低的画质以节省电脑的资源。
There's a parallel between foveated rendering and how evolution has honed our
visual system. Both processes are about "where best should we put the effort"
of visualising the world, argues Meese.
Meese教授表示,中心渲染与人类视觉系统的演化息息相关。眼窝及眼周两种视觉都是为
了使人类更有效率的处理环境的资讯。
By some estimates, given a field of view of 180 degrees, around 74 gigabytes
of visual data are available to us each second, but only around 125 megabytes
are ultimately processed, he explains, "so a lot less" than we could
theoretically take in.
“据估算,假设视角是180度,每秒人类大概会接受74GB的视觉资讯,但只有大概125MB的
资讯会被重点处理。理论上,很大一部分资讯我们无法处理而忽视掉了。”
Our peripheral vision can spot movement – useful when there is a lion
sneaking up in the bushes, for example – which allows us to then use our
fine-detail fovea to see if there really is a predator about to pounce, Meese
says. But if our entire visual field had the same acuity as our fovea, we'd
need an optic nerve and brain perhaps a hundred times bigger to process all
the information.
人类的眼周视觉擅长处理动作讯息,例如可以看到偷偷溜进草丛的狮子。同时也使得我们
的眼窝可以专心处理其他细节-例如确认是不是真的有猛兽准备攻击我们了。但如果人类所有
视觉区域都跟眼窝一样敏锐,那我们的视觉神经需要再粗几百倍才能处理所有的资讯。
Yet certain quirks of our visual system make foveated rendering more complex
than it might seem. For a start, simply blurring the periphery in a headset
has made some users experience tunnel vision. Nvidia shed some light on why:
our ability to detect the presence of contrast – the difference between
light and dark objects – in our peripheral vision peters out more slowly
than our ability to resolve details.
人类视觉系统的某些特征使得中心渲染技术的发展比想象更加复杂。首先,单纯的模糊眼
周的显示画质会使得一些使用者产生所谓的“隧道视线”。NVIDIA解释,这是由於眼周视
觉处理对比讯息的速度要低於眼窝处理细节讯息的速度。对比指的是物体明暗的不同。
"If you over-blur the periphery, your visual system doesn't have anything to
latch on to out there, and it makes you feel nauseated and dizzy," explains
Dave Luebke, vice president of graphics research at the GPU giant.
显示卡巨头NVIDIA图像研发部的副主任Dave Luebke表示:如果过度降低眼周的显示画质
,你的视觉系统会认为眼周区域没有讯息需要处理,进而让你感到头晕及恶心。
We are also surprisingly good at picking out human faces in our peripheral
vision, meaning they might have to be rendered in more detail than other
objects. "There is indeed evidence that you can sense the average expression
of faces in the crowd without ever looking at them directly," he says.
另一个问题是,比起其他类讯息,即使只是眼角瞄到,我们的眼周视觉依然很擅长人脸的
辨识。很多证据支持,即使没有直视,你仍然可以在一群人中辨识出大概的脸部表情。
Foveated rendering also requires headsets that can track where you are
looking, something seemingly not lost on the big tech companies. In June last
year, reports surfaced that Apple had bought SensoMotoric Instruments, a
company based near Berlin which has demonstrated foveated rendering in
current-generation headsets.
中心渲染技术同时要求头盔要能追踪使用者的视线,这类的技术已经有很多科技公司开始
研究了。去年六月,有报道指出,苹果已经买下了SensoMotoric Instruments。该柏林近
郊的公司已经成功的将中心渲染的技术应用在现有的VR头盔上。
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先翻一半,如果有什麽术语的错误或是翻译不顺,请指正,谢谢。
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1F:→ kuma660224: Foveated Render已经有软硬体技术可用 01/21 10:26
2F:→ kuma660224: 问题只是……很贵,短期变成VR标配 01/21 10:26
3F:→ kuma660224: 的机率几乎是0%.... 01/21 10:26
4F:→ kuma660224: 类似60ghz无线传输做的到但成本上只适合当配件 01/21 10:28
5F:→ kuma660224: 另外标题与内文说明不太符合。 01/21 10:29
6F:→ kuma660224: Foveat是降低电脑负荷的技术。不是增加负荷 01/21 10:31
7F:→ kuma660224: 原意是说,纯靠暴力提升解析度与Fov改善渗入感 01/21 10:36
8F:→ kuma660224: 很快撞上电脑性能问题。但话锋一转,Foveat技术 01/21 10:36
9F:→ kuma660224: 可以更优雅应对效能提升的负荷。不诉求暴力绘图 01/21 10:36
10F:→ kuma660224: 2018新一代应该都还是暴力提升面板与Fov 01/21 10:39
11F:→ kuma660224: 因为换面板与目镜的成本较合理,能商业化 01/21 10:39
12F:推 smallce: 标题与内文其实差异不大,建议你先把the register的原文 01/21 10:45
13F:→ smallce: 先啃一下(虽说我对这家报纸没啥好感) 01/21 10:45
14F:→ smallce: 可能因为这篇目前只先翻了一部分,後头提到即使是周边区 01/21 10:53
15F:→ smallce: 视界你也不能单纯就放弃不处理(里头有提到这样搞的负面效 01/21 10:53
16F:→ smallce: 应), 然後反过来,视界中心区的画素密度还远不足(大概需 01/21 10:53
17F:→ smallce: 要现今panel画素密度的再数倍以上),其中建议的数字目前 01/21 10:53
18F:→ smallce: 根本还没有panel办得到,那就更不用提需要的运算量了 01/21 10:53
19F:→ smallce: 总合来说,他所想表达"为了让VR变得更贴近你觉得够真而做 01/21 10:55
20F:→ smallce: 的努力可能会让你的电脑负荷不了"并没讲错 01/21 10:55
21F:→ smallce: 其实我很好奇如果完全照它文中描述的根据人类视觉处理特 01/21 11:01
22F:→ smallce: 性来重新设计绘图引擎,做出来的画面会变成怎样 01/21 11:01
23F:→ smallce: (读後小心得:人类眼睛还真难伺候啊…) 01/21 11:06
24F:→ lovinlover: 其实难伺候的是人脑 01/21 11:17
25F:→ kuma660224: 原文标题也是故意耸动搏眼球啊 01/21 11:41
26F:→ kuma660224: Amount of pixels needed to make VR 01/21 11:41
27F:→ kuma660224: less crap may set your PC on fire 01/21 11:41
28F:→ kuma660224: 但Fovreat就是要用来大幅简化运算,不让这成为问题 01/21 11:42
29F:→ kuma660224: 眼周也要算没错,但眼周可以只吃很少运算量。 01/21 11:42
30F:→ kuma660224: 即使要特殊处理,也不会是问题。 01/21 11:43
31F:→ kuma660224: 问题是Fovreat技术本身成熟度(走出原型,降价普及实 01/21 11:44
32F:→ kuma660224: 用化) 01/21 11:44
33F:→ kuma660224: 小型4K面板早就有了,视点追踪也早有技术实现 01/21 11:46
34F:→ kuma660224: 如果是真正接近人眼,那甚至单眼8K/16K以上 01/21 11:50
35F:→ kuma660224: 人眼更新率也几乎没有上限。 01/21 11:50
36F:→ kuma660224: 这时就不只运算量问题,现有各种显示硬体都办不到 01/21 11:51
37F:→ kuma660224: 甚至线材也是问题。光有运算量没用 01/21 11:54
38F:→ kuma660224: 因为资料卡频宽会传不过去。 01/21 11:54
39F:→ kuma660224: 但那已不只改善VR,而是朝向欺骗人脑绝对真实 01/21 11:55
40F:推 kimokimocom: 翻译给推 但我是比较在意中文表达方面 02/05 00:11
41F:→ kimokimocom: 你英文方面可能可以理解,但写成中文就有点难阅读 02/05 00:12
42F:→ kimokimocom: 你标题是"改善"(动词)"VR...负荷"看起来很像是要讨论 02/05 00:13
43F:→ kimokimocom: 要讨论怎样改善VR会让你电脑超负荷的文章 02/05 00:13
44F:→ kimokimocom: 怎样改善电脑超负荷的问题 很明显这跟这篇文章想讨论 02/05 00:14
45F:→ kimokimocom: 的有点差距 02/05 00:14
46F:→ kimokimocom: 文章想说的应该是"改善VR"会造成"电脑超负荷" 02/05 00:16
47F:→ kimokimocom: 可以多想想 这句中文表达会不会很生硬 02/05 00:17
48F:→ kimokimocom: 如果写 "只是让VR有点不丑的计算量就能烧了你的电脑" 02/05 00:25
49F:→ kimokimocom: 主词是"VR不丑的计算量" 动词是"烧掉" 受词是"电脑" 02/05 00:28
50F:推 kimokimocom: 原本标题我会比较疑惑要看成 02/05 00:34
51F:→ kimokimocom: "改善"(V)"VR..负荷"(N)或是"改善VR"(S)使得(V) 02/05 00:35
52F:→ kimokimocom: 而且读者也会不解 这文章是想讨论电脑还是VR 02/05 00:36
53F:→ kimokimocom: 当然只是建议啦 加油喔!! 02/05 00:37
54F:→ chtguest: 多谢指正! 02/14 15:20