Abstract: Rendering VR-content generally requires large image resolutions. This is both due to the display being positioned close to the eyes of the user and to the super-sampling typically used in VR. Due to the requirements of low latency and large resolutions in VR, remote rendering can be difficult to support at sufficient speeds in this medium.In this paper, we propose a method that can reduce the required resolution of non-panoramic VR images from a codec perspective. Because VR images are viewed close-up from within a headset with specific lenses, there are regions of the images that will remain unseen by the user. This unseen area is referred to as the Hidden-Area Mesh (HAM) and makes up 19% of the screen on the HTC Vive VR headset as one example. By remapping the image in a specific manner, we can cut out the HAM, reduce the resolution by the size of the mesh and thus reduce the amount of data that needs to be processed by encoder and decoder. Results from a prototype remote renderer show that by using the proposed Hidden-Area Mesh Remapping (HAMR), an implementation-dependent speed-up of 10-13% in encoding, 17-18% in decoding and 7-11% in total can be achieved while the negative impact on objective image quality in terms of SSIM and VMAF remains small.
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