모바일 증강현실 헤드셋을 위한 저전력 그래픽스 라이브러리 설계

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dc.contributor.advisor이석원-
dc.contributor.author최재원-
dc.date.accessioned2022-11-29T02:32:05Z-
dc.date.available2022-11-29T02:32:05Z-
dc.date.issued2020-02-
dc.identifier.other29457-
dc.identifier.urihttps://dspace.ajou.ac.kr/handle/2018.oak/19581-
dc.description학위논문(석사)--아주대학교 일반대학원 :컴퓨터공학과,2020. 2-
dc.description.tableofcontents1. Introduction 1 2. Preliminary Study: AR Headsets 6 2.1 Background . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 2.2 Detailed Power Measurements . . . . . . . . . . . . . . . . . . . . . . . 7 2.3 Minimum and Maximum Power Usage . . . . . . . . . . . . . . . . . . 8 2.4 Graphics Rendering Components . . . . . . . . . . . . . . . . . . . . . 10 2.5 Display . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 2.6 Wireless Networking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 2.7 Summary of Preliminary Study . . . . . . . . . . . . . . . . . . . . . . 16 3. Low-power Graphics Library 17 3.1 LpGL Front-end APIs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 3.2 Mesh Simplification . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 3.3 Frame Rate Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22 3.4 Culling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 3.5 Reactive Display Complexity Control . . . . . . . . . . . . . . . . . . . 24 4. In-lab Experiments 26 4.1 Culling Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 4.2 Focal Angle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 4.3 Object Speed and Frame Rate . . . . . . . . . . . . . . . . . . . . . . . 29 4.4 Latency Overhead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.5 Heat Reduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 5. User Studies 33 5.1 Static Scene App: Floating Spheres . . . . . . . . . . . . . . . . . . . . 33 5.2 Dynamic Scene App: Sphere Shooting . . . . . . . . . . . . . . . . . . 35 5.3 Fidelity-centric App: Bunny Search . . . . . . . . . . . . . . . . . . . . 36 6. Discussions and Future Work 39 7. Related Work 42 8. Conclusion 44 References 45 요약 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52-
dc.language.isoeng-
dc.publisherThe Graduate School, Ajou University-
dc.rights아주대학교 논문은 저작권에 의해 보호받습니다.-
dc.title모바일 증강현실 헤드셋을 위한 저전력 그래픽스 라이브러리 설계-
dc.typeThesis-
dc.contributor.affiliation아주대학교 일반대학원-
dc.contributor.department일반대학원 컴퓨터공학과-
dc.date.awarded2020. 2-
dc.description.degreeMaster-
dc.identifier.localId1138661-
dc.identifier.uciI804:41038-000000029457-
dc.identifier.urlhttp://dcoll.ajou.ac.kr:9080/dcollection/common/orgView/000000029457-
dc.subject.keyword그래픽스라이브러리-
dc.subject.keyword저전력화-
dc.subject.keyword증강현실-
dc.description.alternativeAbstractRecent advances in augmented reality (AR) technology are attracting various emerging industrial and everyday life applications. However, resource limitations of mobile AR headsets, in particular, the energy constraint of battery-powered devices, can limit the scope of potential applications. In this work, we present LpGL, an OpenGL API compatible Low-power Graphics Library for energy efficient AR headset applications. We first characterize the power consumption patterns of a state-of-the-art mobile AR headset, Magic Leap One, and empirically show that its internal GPU is the most impactful and controllable energy consumer. Based on the preliminary studies, we design LpGL so that it uses the device's gaze/head orientation information and geometry data to infer user perception information, intercepts application-level graphics API calls, and employs frame rate control, mesh simplification, and culling techniques to enhance energy efficiency of AR headsets without detriment of user experience. Results from a comprehensive set of controlled in-lab experiments and an IRB-approved user study with 25 participants show that LpGL reduces up to 22% of total energy usage while adding only 46us of latency per object with close to no loss in subjective user experience.-
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Graduate School of Ajou University > Department of Computer Engineering > 3. Theses(Master)
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