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  1. Lighting understanding plays an important role in virtual object composition, including mobile augmented reality (AR) applications. Prior work often targets recovering lighting from the physical environment to support photorealistic AR rendering. Because the common workflow is to use a back-facing camera to capture the physical world for overlaying virtual objects, we refer to this usage pattern as back-facing AR. However, existing methods often fall short in supporting emerging front-facing mobile AR applications, e.g., virtual try-on where a user leverages a front-facing camera to explore the effect of various products (e.g., glasses or hats) of different styles. This lack of support can be attributed to the unique challenges of obtaining 360° HDR environment maps, an ideal format of lighting representation, from the front-facing camera and existing techniques. In this paper, we propose to leverage dual-camera streaming to generate a high-quality environment map by combining multi-view lighting reconstruction and parametric directional lighting estimation. Our preliminary results show improved rendering quality using a dual-camera setup for front-facing AR compared to a commercial solution. 
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  2. An accurate understanding of omnidirectional environment lighting is crucial for high-quality virtual object rendering in mobile augmented reality (AR). In particular, to support reflective rendering, existing methods have leveraged deep learning models to estimate or have used physical light probes to capture physical lighting, typically represented in the form of an environment map. However, these methods often fail to provide visually coherent details or require additional setups. For example, the commercial framework ARKit uses a convolutional neural network that can generate realistic environment maps; however the corresponding reflective rendering might not match the physical environments. In this work, we present the design and implementation of a lighting reconstruction framework called LITAR that enables realistic and visually-coherent rendering. LITAR addresses several challenges of supporting lighting information for mobile AR. First, to address the spatial variance problem, LITAR uses two-field lighting reconstruction to divide the lighting reconstruction task into the spatial variance-aware near-field reconstruction and the directional-aware far-field reconstruction. The corresponding environment map allows reflective rendering with correct color tones. Second, LITAR uses two noise-tolerant data capturing policies to ensure data quality, namely guided bootstrapped movement and motion-based automatic capturing. Third, to handle the mismatch between the mobile computation capability and the high computation requirement of lighting reconstruction, LITAR employs two novel real-time environment map rendering techniques called multi-resolution projection and anchor extrapolation. These two techniques effectively remove the need of time-consuming mesh reconstruction while maintaining visual quality. Lastly, LITAR provides several knobs to facilitate mobile AR application developers making quality and performance trade-offs in lighting reconstruction. We evaluated the performance of LITAR using a small-scale testbed experiment and a controlled simulation. Our testbed-based evaluation shows that LITAR achieves more visually coherent rendering effects than ARKit. Our design of multi-resolution projection significantly reduces the time of point cloud projection from about 3 seconds to 14.6 milliseconds. Our simulation shows that LITAR, on average, achieves up to 44.1% higher PSNR value than a recent work Xihe on two complex objects with physically-based materials. 
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  9. Deep learning models are increasingly used for end-user applications, supporting both novel features such as facial recognition, and traditional features, e.g. web search. To accommodate high inference throughput, it is common to host a single pre-trained Convolutional Neural Network (CNN) in dedicated cloud-based servers with hardware accelerators such as Graphics Processing Units (GPUs). However, GPUs can be orders of magnitude more expensive than traditional Central Processing Unit (CPU) servers. These resources could also be under-utilized facing dynamic workloads, which may result in inflated serving costs. One potential way to alleviate this problem is by allowing hosted models to share the underlying resources, which we refer to as multi-tenant inference serving. One of the key challenges is maximizing the resource efficiency for multi-tenant serving given hardware with diverse characteristics, models with unique response time Service Level Agreement (SLA), and dynamic inference workloads. In this paper, we present PERSEUS, a measurement framework that provides the basis for understanding the performance and cost trade-offs of multi-tenant model serving. We implemented PERSEUS in Python atop a popular cloud inference server called Nvidia TensorRT Inference Server. Leveraging PERSEUS, we evaluated the inference throughput and cost for serving various models and demonstrated that multi-tenant model serving led to up to 12% cost reduction. 
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