ABSTRACT
Online VR streaming faces great challenges such as the high throughput and real time interaction requirement. In this paper, we propose a novel ultra wide view based method to stream high quality VR on Internet at low bandwidth and little computation cost. First, we only transmit the region where user is looking at instead of full 360° view to save bandwidth. To achieve this goal, we split the source VR into small grid videos in advance. The grid videos are able to reconstruct any view flexibly in user end. Second, according to the fact that users generally interact at low speed, we expand the view that user requested to meet the real time interaction requirement. Besides, a low resolution full view stream is supplied to handle exceptional cases such as high speed view change. We test our solution in an experimental network. The results show remarkable bandwidth saving of over 60% in average at little computation cost while supplying the same quality of experience as local VR.
Supplemental Material
- Michael Abrash. 2014. What VR could, should, and almost certainly will be within two years. Steam Dev Days, Seattle (2014).Google Scholar
- Flavio Bonomi, Rodolfo Milito, Jiang Zhu, and Sateesh Addepalli. 2012. Fog computing and its role in the internet of things. In Proceedings of the first edition of the MCC workshop on Mobile cloud computing. ACM, 13--16. Google ScholarDigital Library
- William Bussone. 2005. Linear and angular head accelerations in daily life. Ph.D. Dissertation. Virginia Tech.Google Scholar
- Shenchang Eric Chen. 1995. Quicktime VR: An image-based approach to virtual environment navigation. In Proceedings of the 22nd annual conference on Computer graphics and interactive techniques. ACM, 29--38. Google ScholarDigital Library
- Xavier Corbillon, Alisa Devlic, Gwendal Simon, and Jacob Chakareski. 2016. Viewport-Adaptive Navigable 360-Degree Video Delivery. arXiv preprint arXiv:1609.08042 (2016).Google Scholar
- Jeffrey Dean. 2012. Achieving Rapid Response Times in Large Online Services. (2012). http://research.google.com/people/jeff/latency.htmlGoogle Scholar
- David Pio Evgeny Kuzyakov. 2016. Next-generation video encoding techniques for 360 video and VR. (2016). https://code.facebook.com/posts/1126354007399553/next-generation-video-encoding-techniques-for-360-video-and-vr/.Google Scholar
- Chi-Wing Fu, Liang Wan, Tien-Tsin Wong, and Chi-Sing Leung. 2009. The rhombic dodecahedron map: An efficient scheme for encoding panoramic video. IEEE Transactions on Multimedia 11, 4 (2009), 634--644. Google ScholarDigital Library
- Li Li, Bernard D Adelstein, and Stephen R Ellis. 2009. Perception of image motion during head movement. ACM Transactions on Applied Perception (TAP) 6, 1 (2009), 5.Google Scholar
- King-To Ng, Shing-Chow Chan, and Heung-Yeung Shum. 2005. Data compression and transmission aspects of panoramic videos. IEEE Transactions on Circuits and Systems for Video Technology 15, 1 (2005), 82--95. Google ScholarDigital Library
- Yago Sánchez, Robert Skupin, and Thomas Schierl. 2015. Compressed domain video processing for tile based panoramic streaming using HEVC. In Image Processing (ICIP), 2015 IEEE International Conference on. IEEE, 2244--2248. Google ScholarCross Ref
- Shu Shi, Cheng-Hsin Hsu, Klara Nahrstedt, and Roy Campbell. 2011. Using graphics rendering contexts to enhance the real-time video coding for mobile cloud gaming. In Proceedings of the 19th ACM international conference on Multimedia. ACM, 103--112. Google ScholarDigital Library
- Kashyap Kammachi Sreedhar, Alireza Aminlou, Miska M Hannuksela, and Moncef Gabbouj. 2016. Viewport-Adaptive Encoding and Streaming of 360-Degree Video for Virtual Reality Applications. In Multimedia (ISM), 2016 IEEE International Symposium on. IEEE, 583--586.Google ScholarCross Ref
- Zhe Wu and Harsha V Madhyastha. 2013. Understanding the latency benefits of multi-cloud webservice deployments. ACM SIGCOMM Computer Communication Review 43, 2 (2013), 13--20. Google ScholarDigital Library
- Shanhe Yi, Cheng Li, and Qun Li. 2015. A survey of fog computing: concepts, applications and issues. In Proceedings of the 2015 Workshop on Mobile Big Data. ACM, 37--42. Google ScholarDigital Library
Index Terms
- Ultra Wide View Based Panoramic VR Streaming
Recommendations
Power Evaluation of 360 VR Video Streaming on Head Mounted Display Devices
NOSSDAV'17: Proceedings of the 27th Workshop on Network and Operating Systems Support for Digital Audio and VideoVirtual reality (VR) video streaming with 360-degree views has become a trending video application recently. While providing the users with immersive video viewing experiences, the 360 video streaming introduces significantly higher overhead than the ...
VR Grabbers: Ungrounded Haptic Retargeting for Precision Grabbing Tools
UIST '18: Proceedings of the 31st Annual ACM Symposium on User Interface Software and TechnologyHaptic feedback in VR is important for realistic simulation in virtual reality. However, recreating the haptic experience for hand tools in VR traditionally requires hardware with precise actuators, adding complexity to the system. We propose Ungrounded ...
Predictive View Generation to Enable Mobile 360-degree and VR Experiences
VR/AR Network '18: Proceedings of the 2018 Morning Workshop on Virtual Reality and Augmented Reality NetworkAs 360-degree videos and virtual reality (VR) applications become popular for consumer and enterprise use cases, the desire to enable truly mobile experiences also increases. Delivering 360-degree videos and cloud/edge-based VR applications require ...
Comments