Abstract
A new generation of video streaming technology, 360-degree video, promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices—users can control the field of view using head movements rather than needing to manipulate external devices. Although 360-degree video could revolutionize the streaming experience, its large-scale adoption is hindered by a number of factors: 360-degree video streams have larger bandwidth requirements and require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams.
In this article, we review standard approaches toward 360-degree video encoding and compare these to families of approaches that distort the spherical surface to allow oriented concentrations of the 360-degree view. We refer to these distorted projections as offset projections. Our measurement studies show that most types of offset projections produce rendered views with better quality than their nonoffset equivalents when view orientations are within 40 or 50 degrees of the offset orientation. Offset projections complicate adaptive 360-degree video streaming because they require a combination of bitrate and view orientation adaptations. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.
- Akamai. 2016. Akamai’s state of the Internet q1 2016 report. Retrieved from https://www.akamai.com/uk/en/multimedia/documents/state-of-the-internet/akamai-state-of-the-internet-report-q1-2016.pdf.Google Scholar
- Charles Proxy. Retrieved from https://www.charlesproxy.com/.Google Scholar
- PanoTools wiki. Cubic Projection. Retrieved from http://wiki.panotools.org/Cubic_Projection.Google Scholar
- Evgeny Kuzyakov, Shannon Chen, and Renbin Peng. 2017. Enhancing high-resolution 360 streaming with view prediction. Retrieved from https://code.facebook.com/posts/118926451990297/enhancing-high-resolution-360-streaming-with-view-prediction/.Google Scholar
- Eric W. Weisstein. Equirectangular projection. Retrieved from http://mathworld.wolfram.com/EquirectangularProjection.html.Google Scholar
- Netflix. Internet connection speed recommendations. Retrieved from https://help.netflix.com/en/node/306.Google Scholar
- RobotShop. Lynxmotion pan and tilt kit/aluminium. Retrieved from http://www.robotshop.com/en/lynxmotion-pan-and-tilt-kit-aluminium2.html.Google Scholar
- Evgeny Kuzyakov and David Pio. 2016. Next-generation video encoding techniques for 360 video and VR. Retrieved from https://code.facebook.com/posts/1126354007399553/next-generation-video-encoding-techniques-for-360-video-and-vr/.Google Scholar
- Nokia OZO. Retrieved from http://ozo.nokia.com.Google Scholar
- OneRepublic. 2016. OneRepublic - Kids (360 version). Retrieved from https://www.facebook.com/OneRepublic/videos/10154946797263912/.Google Scholar
- OpenCV. OpenCV resize. Retrieved from http://docs.opencv.org/2.4/modules/imgproc/doc/geometric_transformations.html.Google Scholar
- SPEEDTEST. Retrieved from http://www.speedtest.net/.Google Scholar
- Matt C. Yu. 2015. sphere 655362. Retrieved from https://github.com/mattcyu1/omnieval/blob/master/compsph/sphere_655362.txt.Google Scholar
- Evgeny Kuzyakov and David Pio. 2015. Under the hood: Building 360 video. Retrieved from https://code.facebook.com/posts/1638767863078802/under-the-hood-building-360-video/.Google Scholar
- Xavier Corbillon, Alisa Devlic, Gwendal Simon, and Jacob Chakareski. 2017. Optimal set of 360-degree videos for viewport-adaptive streaming. In Proceedings of ACM Multimedia (MM’17). Google Scholar
Digital Library
- Xavier Corbillon, Gwendal Simon, Alisa Devlic, and Jacob Chakareski. 2017. Viewport-adaptive navigable 360-degree video delivery. In 2017 IEEE International Conference on Communications (ICC’17). IEEE, 1--7.Google Scholar
Cross Ref
- David Gotz and Ketan Mayer-Patel. 2004. A general framework for multidimensional adaptation. In Proceedings of the 12th Annual ACM International Conference on Multimedia.. ACM, 612--619. Google Scholar
Digital Library
- Brian Guenter, Mark Finch, Steven Drucker, Desney Tan, and John Snyder. 2012. Foveated 3d graphics. ACM Transactions on Graphics (TOG), 31, 6 (2012), 164. Google Scholar
Digital Library
- ISO/IEC. 2014. ISO/IEC 23009-1:2014 Information technology -- Dynamic adaptive streaming over HTTP (DASH) -- Part 1: Media presentation description and segment formats. Standard, International Organization for Standardization.Google Scholar
- Srinivas Krishnan and Ketan Mayer-Patel. 2007. A utility-driven framework for loss and encoding aware video adaptation. In Proceedings of the 15th ACM International Conference on Multimedia. ACM, 1026--1035. Google Scholar
Digital Library
- Daisuke Ochi, Yutaka Kunita, Akio Kameda, Akira Kojima, and Shinnosuke Iwaki. 2015. Live streaming system for omnidirectional video. In 2015 IEEE Virtual Reality (VR’15). IEEE, 349--350.Google Scholar
- Anjul Patney, Joohwan Kim, Marco Salvi, Anton Kaplanyan, Chris Wyman, Nir Benty, Aaron Lefohn, and David Luebke. 2016. Perceptually-based foveated virtual reality. In ACM SIGGRAPH 2016 Emerging Technologies. ACM, 17. Google Scholar
Digital Library
- Stefano Petrangeli, Viswanathan Swaminathan, Mohammad Hosseini, and Filip De Turck. 2017. An http/2-based adaptive streaming framework for 360 virtual reality videos. In Proceedings of the 2017 ACM on Multimedia Conference. ACM, 306--314. Google Scholar
Digital Library
- Feng Qian, Lusheng Ji, Bo Han, and Vijay Gopalakrishnan. 2007. Optimizing 360 video delivery over cellular networks. In Proceedings of the 5th Workshop on All Things Cellular: Operations, Applications and Challenges. ACM, 1--6. Google Scholar
Digital Library
- David Salomon. 2007. Transformations and Projections in Computer Graphics. Springer Science 8 Business Media. Google Scholar
Digital Library
- Zhou Wang, Alan C. Bovik, Hamid R. Sheikh, and Eero P. Simoncelli. 2004. Image quality assessment: from error visibility to structural similarity. IEEE Transactions on Image Processing 13, 4 (2004), 600--612. Google Scholar
Digital Library
- Zhenyu Yang, Bin Yu, Klara Nahrstedt, and Ruzena Bajscy. 2006. A multi-stream adaptation framework for bandwidth management in 3d tele-immersion. In Proceedings of the 2006 International Workshop on Network and Operating Systems Support for Digital Audio and Video. ACM, 14. Google Scholar
Digital Library
- Alireza Zare, Alireza Aminlou, Miska M. Hannuksela, and Moncef Gabbouj. 2016. Hevc-compliant tile-based streaming of panoramic video for virtual reality applications. In Proceedings of the 2016 ACM on Multimedia Conference. ACM, 601--605. Google Scholar
Digital Library
- Chao Zhou, Zhenhua Li, and Yao Liu. 2017. A measurement study of Oculus 360 degree video streaming. In Proceedings of the 8th International Conference on Multimedia Systems. ACM. Google Scholar
Digital Library
Index Terms
On the Effectiveness of Offset Projections for 360-Degree Video Streaming
Recommendations
A Measurement Study of Oculus 360 Degree Video Streaming
MMSys'17: Proceedings of the 8th ACM on Multimedia Systems Conference360 degree video is anew generation of video streaming technology that promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices -- users can control the field of view ...
A client-based adaptation framework for 360-degree video streaming
Highlights- The use of estimated bitrate/quality improves the viewport quality significantly.
Abstract360-degree video is one of the key components of Virtual Reality (VR) applications. 360-degree videos viewed on Head Mounted Displays can offer impressive viewing experiences to users. Yet, streaming of 360-degree videos over the ...
MiniView Layout for Bandwidth-Efficient 360-Degree Video
MM '18: Proceedings of the 26th ACM international conference on MultimediaWith the recent increase in popularity of VR devices, 360-degree video has become increasingly popular. As more users experience this new medium, it will likely see further increases in popularity as users experience its greater immersiveness compared ...






Comments