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<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<title>FlashBack Mobile VR</title>
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<a href="index.html"><font color="#625D5D">Kevin Boos, Ph.D.</font></a>
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<li class="first current_page_item"><a href="index.html">Home</a></li>
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<h2>FlashBack in a nutshell</h2>
Virtual reality applications are extremely graphically demanding and cannot be rendered with full quality on today's weak mobile devices, at least not with a high framerate and low latency. We develop FlashBack, a novel solution which pregenerates a subset of all possible views in a virtual environment into a cache of frames, and then delivers and adjusts these frames for live playback on a mobile device. We distribute the cache across the three-tier storage hierarchy available on mobile devices (GPU VRAM, System RAM, and persistent Flash storage) to realize both high performance and support for large, flexible virtual environments, even with dynamically moving or animated objects. FlashBack offers desktop-quality VR experiences on mobile devices with low latency, high framerate, and excellent energy efficiency.
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<br>
<a href="https://www.youtube.com/watch?v=lsSOiTWrzWQ">Click here</a> to watch Kevin's MobiSys talk about this project.
<br>
PDFs of the paper and presentation slides can be found on my <a href="publications.html">publications page</a>.
<br> <br>
<h2>FlashBack Video Demo</h2>
<iframe width="848" height="477" src="https://www.youtube.com/embed/ZxTUtCJB6sE" frameborder="0" allowfullscreen></iframe>
<!-- FlashBack is currently under submission to MobiSys 2016, so we kindly ask that you refrain from sharing or otherwise distributing any material on this page. Please return for additional details after the MobiSys notification deadline in March. Thanks!
<br><br>
Please enjoy the following videos demonstrating the performance of FlashBack.
<h3>High-quality Static Scene: Viking Village</h3>
As discussed in the paper, we use <a href="https://www.assetstore.unity3d.com/en/#!/content/29140">Viking Village</a> from the Unity Asset Store as our high-quality test scene. The screenshots below show what the starting point of Viking Village looks like on both a normal PC view (left) and through the Oculus Rift (right). <br><br>
<a href="flashback/vv_normal.png"><img style="float: left; margin-right: 2%" src="flashback/vv_normal.png" height="240" /></a>
<a href="flashback/vv_oculus.png"><img style="float: left;" src="flashback/vv_oculus.png" height="240" /></a>
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<br>
In the following video, locally executing Viking Village results in a severely reduced framerate, making it unviewable at less than 9 FPS. FlashBack presents the same scene smoothly despite its high graphic complexity.<br><br>
<iframe src="https://drive.google.com/file/d/0B6_MB6G_BSCSMUVKS0JWUkozQkE/preview" width="848" height="477"></iframe>
<br><br>
The black regions on the sides of the Oculus screen during local execution are due to the attempted correction for the lack of new frames for the latest head pose. This occurs when frames are not generated quickly enough and the previous frame is reused, a common occurrence during local execution.
<br><br>
<h3>Dynamic Objects</h3>
In the following video, locally executing even a simple scene with two dynamic objects causes another unpleasant viewing experience, with an average framerate of 18 FPS. FlashBack maintains a high framerate even with multiple independent dynamic objects. <br>
Note that the animated horse cart and bird are animated such that they intentionally disappear from the screen and loop back to their original off-screen starting position, so this is expected behavior. <br><br>
<iframe src="https://drive.google.com/file/d/0B6_MB6G_BSCSQ21VSVE2ajlMZ28/preview" width="848" height="477"></iframe>
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© 2012-2022 Kevin Boos | Latest Update: May 2022 | Website Layout by <a href="http://www.freecsstemplates.org/">FCT</a>
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