research on rendering instruction stream compression in distributed vr continuum
Distributed parallel rendering is used extensively in VR continuums to provide high performance graphics capability. Compressing rendering instruction stream could alleviate the system's bottleneck of network bandwidth. Parameters of rendering instructions have rich semantics which makes simple solutions not competent. A systematic solution for rendering instruction stream compression is presented which uses multiple approaches to deal with different kinds of data. LZW method is used for op-code compression. A sphere symmetric grid method is used for normal compression. Predicting delta coding with DPCM model is used for position and color compression with four kinds of predictors and an adaptive quantization method. Test results show that the average length of single instruction is compressed to 1/3 with almost no loss of visual quality.
lzw prediction dpcm quantization sort-first distributed rendering virtual reality continuum