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[论文解读] Rendering Portals in Virtual Reality

Milan van Zanten|arXiv (Cornell University)|Jan 28, 2026
Computer Graphics and Visualization Techniques被引用 0
一句话总结

论文研究如何在立体VR中实现可穿越的传送门以保持沉浸感,并分析传送门渲染对性能的影响及优化。

ABSTRACT

Portals have many applications in the field of computer graphics. Recently, they have found use as a way of artificially increasing the available space in a virtual reality (VR) environment. In this paper, we will cover a technique for making the transition through a portal unnoticeable to the user. Additionally, we will measure the performance impact of rendering portals in a test scene and provide some insight into possible optimisations.

研究动机与目标

  • 在立体VR中渲染可穿越传送门而不产生明显过渡的方法研究。
  • 在VR中渲染多个传送门时识别性能瓶颈。
  • 提出优化以减轻传送门渲染对GPU/CPU的开销。

提出的方法

  • 将传送门建模为传送门盒,其每个表面由来自另一房间的视角着色以保持沉浸感。
  • 使用背面剔除确保传送门表面仅从合适的一侧可见。
  • 在GTX 1070上以不同数量的传送门对实测渲染性能。
  • 分析两种优化:模板缓冲区遮罩仅渲染必要的传送门视图,以及单次实例化渲染对两眼高效渲染。
Figure 1: Four rooms with portals (in red) can all be accessed without leaving the smaller real space [ 5 ] .
Figure 1: Four rooms with portals (in red) can all be accessed without leaving the smaller real space [ 5 ] .

实验结果

研究问题

  • RQ1如何实现传送门,使通过它们的过渡在VR中不可察觉?
  • RQ2在VR中渲染一个、两个或三个传送门对的性能影响如何?
  • RQ3模板缓冲基于的和单次实例化渲染优化是否能有效降低传送门渲染成本?

主要发现

  • 单对传送门就已将帧率从44.7fps降至27.9fps,显示出显著的GPU成本。
  • 渲染传送门会使渲染工作负载扩大,因为每个传送门在每只眼睛多增加两个视点,导致渲染 passes 增多(如六个传送门可达14次 passes)。
  • 模板缓冲区优化可通过遮罩非可见的传送门区域大幅减少像素工作量。
  • 单次实例化渲染可以避免跨眼睛和跨传送门重复几何体,提供显著的性能提升,但可能限制通过传送门的单眼独立传输。
  • 理论上优化可以支持多传送门在同一时间可见的情况,但实际上限仍然很紧。
Figure 2: What should the right-eye camera render if it is inside the portal wall (in grey), but the centre of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user’s field of view would not render the next room, but whatever is inside or behind the portal
Figure 2: What should the right-eye camera render if it is inside the portal wall (in grey), but the centre of the head (in red) has not crossed the portal plane? If nothing is done, the blue part of the user’s field of view would not render the next room, but whatever is inside or behind the portal

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