BOXR: Body and head motion Optimization framework for eXtended Reality
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Abstract (arXiv)
The emergence of standalone XR systems has enhanced user mobility, accommodating both subtle, frequent head motions and substantial, less frequent body motions. However, the pervasively used M2D latency metric, which measures the delay between the most recent motion and its corresponding display update, only accounts for head motions. This oversight can leave users prone to motion sickness if significant body motion is involved. Although existing methods optimize M2D latency through asynchronous task scheduling and reprojection methods, they introduce challenges like resource contention between tasks and outdated pose data. These challenges are further complicated by user motion dynamics and scene changes during runtime. To address these issues, we for the first time introduce the C2D latency metric, which captures the delay caused by body motions, and present BOXR, a framework designed to co-optimize both body and head motion delays within an XR system. BOXR enhances the coordination between M2D and C2D latencies by efficiently scheduling tasks to avoid contentions while maintaining an up-to-date pose in the output frame. Moreover, BOXR incorporates a motion-driven visual inertial odometer to adjust to user motion dynamics and employs scene-dependent foveated rendering to manage changes in the scene effectively. Our evaluations show that BOXR significantly outperforms state-of-the-art solutions in 11 EuRoC MAV datasets across 4 XR applications across 3 hardware platforms. In controlled motion and scene settings, BOXR reduces M2D and C2D latencies by up to 63% and 27%, respectively and increases frame rate by up to 43%. In practical deployments, BOXR achieves substantial reductions in real-world scenarios up to 42% in M2D latency and 31% in C2D latency while maintaining remarkably low miss rates of only 1.6% for M2D requirements and 1.0% for C2D requirements.
Key facts. Cited by 3 papers in the map (data through 7 Oct 2026). Builds on 5 of its 52 references that are in the map. First posted on arXiv 16 Oct 2024.
Builds on
5 of 52 references.
References · 5
- 2019RITnet: Real-time Semantic Segmentation of the Eye for Gaze Trackingcited by 33
- 2022EyeCoD: Eye Tracking System Acceleration via FlatCam-based Algorithm & Accelerator Co-Designcited by 6
- 2022Foveated Rendering: Motivation, Taxonomy, and Research Directionscited by 4
- 2023Minimizing the Motion-to-Photon-delay (MPD) in Virtual Reality Systemscited by 3
- 2021Q-VR: System-Level Design for Future Mobile Collaborative Virtual Realitycited by 2
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Citing papers per year: 2025: 2; 2026: 1.
3 papers.