DHR: Distributed Hybrid Rendering for Metaverse Experiences
Yu Wei Tan, Alden Tan, Nicholas Nge, Anand Bhojan

TL;DR
This paper presents a distributed hybrid rendering method that combines remote ray tracing with local rasterization to enable immersive, high-fidelity graphics on standalone XR devices even under high network latency.
Contribution
It introduces a novel distributed hybrid rendering approach that integrates remote ray tracing with local rasterization for metaverse experiences.
Findings
Enables real-time ray tracing on standalone XR devices.
Maintains interactive frame rates under high network latency.
Improves graphics fidelity in immersive environments.
Abstract
Classically, rasterization techniques are performed for real-time rendering to meet the constraint of interactive frame rates. However, such techniques do not produce realistic results as compared to ray tracing approaches. Hence, hybrid rendering has emerged to improve the graphics fidelity of rasterization with ray tracing in real-time. We explore the approach of distributed rendering in incorporating real-time hybrid rendering into metaverse experiences for immersive graphics. In standalone extended reality (XR) devices, such ray tracing-enabled graphics is only feasible through pure cloud-based remote rendering systems that rely on low-latency networks to transmit real-time ray-traced data in response to interactive user input. Under high network latency conditions, remote rendering might not be able to maintain interactive frame rates for the client, adversely affecting the user…
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