Abstract
The availability of high bandwidth with low-latency communication in 5G mobile networks enables remote rendered real-time virtual reality (VR) applications. Remote rendering of VR graphics in a cloud removes the need for local personal computer for graphics rendering and augments weak graphics processing unit capacity of stand-alone VR headsets. However, to prevent the added network latency of remote rendering from ruining user experience, rendering a locally navigable viewport that is larger than the field of view of the HMD is necessary. The size of the viewport required depends on latency: Longer latency requires rendering a larger viewport and streaming more content. In this article, we aim to utilize multi-access edge computing to assist the backend cloud in such remote rendered interactive VR. Given the dependency between latency and amount and quality of the content streamed, our objective is to jointly optimize the tradeoff between average video quality and delivery latency. Formulating the problem as mixed integer nonlinear programming, we leverage the interpolation between client’s field of view frame size and overall latency to convert the problem to integer nonlinear programming model and then design efficient online algorithms to solve it. The results of our simulations supplemented by real-world user data reveal that enabling a desired balance between video quality and latency, our algorithm particularly achieves the improvements of on average about 22% and 12% in term of video delivery latency and 8% in term of video quality compared to respectively order-of-arrival, threshold-based, and random-location strategies.
- Yanan Bao, Huasen Wu, Tianxiao Zhang, Albara Ah Ramli, and Xin Liu. 2016. Shooting a moving target: Motion-prediction-based transmission for 360-degree videos. In Proceedings of the 2016 IEEE International Conference on Big Data. IEEE, 1161--1170.Google Scholar
Cross Ref
- Abdelhak Bentaleb, Ali C. Begen, and Roger Zimmermann. 2016. SDNDASH: Improving QoE of HTTP adaptive streaming using software defined networking. In Proceedings of the 2016 ACM Conference on Multimedia (MM’16). ACM, 1296--1305. Google Scholar
Digital Library
- Abdelhak Bentaleb, Bayan Taani, Ali C. Begen, Christian Timmerer, and Roger Zimmermann. 2019. A survey on bitrate adaptation schemes for streaming media over HTTP. IEEE Commun. Surv. Tutor. 21, 1 (2019), 562--585.Google Scholar
Cross Ref
- BisectionMethod. 2019. Retrieved from https://en.wikipedia.org/wiki/Bisection_method.Google Scholar
- Kevin Boos, David Chu, and Eduardo Cuervo. 2016. FlashBack: Immersive virtual reality on mobile devices via rendering memoization. In Proceedings of the 14th Annual International Conference on Mobile Systems, Applications, and Services (MobiSys’16). ACM, New York, NY, 291--304. Google Scholar
Digital Library
- Sharon Choy, Bernard Wong, Gwendal Simon, and Catherine Rosenberg. 2012. The brewing storm in cloud gaming: A measurement study on cloud to end-user latency. In Proceedings of the 11th Annual Workshop on Network and Systems Support for Games. IEEE Press, 2. Google Scholar
Digital Library
- Sharon Choy, Bernard Wong, Gwendal Simon, and Catherine Rosenberg. 2014. A hybrid edge-cloud architecture for reducing on-demand gaming latency. Multimedia Syst. 20, 5 (2014), 503--519. Google Scholar
Digital Library
- G. Cofano, L. De Cicco, T. Zinner, A. Nguyen-Ngoc, P. Tran-Gia, and S. Mascolo. 2016. Design and experimental evaluation of network-assisted strategies for HTTP adaptive streaming. In Proceedings of the 7th ACM International Conference on Multimedia Systems (MMSys’16). ACM, 1--12. Google Scholar
Digital Library
- Xavier Corbillon, Francesca De Simone, and Gwendal Simon. 2017. 360-degreee video head movement dataset. In Proceedings of the 8th ACM on Multimedia Systems Conference (MMSys’17). ACM, 199--204. Google Scholar
Digital Library
- Xavier Corbillon, Alisa Devlic, Gwendal Simon, and Jacob Chakareski. 2017. Optimal set of 360-degree videos for viewport-adaptive streaming. In Proceedings of the 2017 ACM on Multimedia Conference (MM’17). ACM, 943--951. Google Scholar
Digital Library
- Mohammed S. Elbamby, Cristina Perfecto, Mehdi Bennis, and Klaus Doppler. 2018. Toward low-latency and ultra-reliable virtual reality. IEEE Netw. 32, 2 (2018), 78--84.Google Scholar
Cross Ref
- Melike Erol-Kantarci and Sukhmani Sukhmani. 2018. Caching and computing at the edge for mobile augmented reality and virtual reality (AR/VR) in 5G. In Ad Hoc Networks. Springer, 169--177.Google Scholar
- Yun Chao Hu, Milan Patel, Dario Sabella, Nurit Sprecher, and Valerie Young. 2015. Mobile edge computing—A key technology towards 5G. ETSI White Paper 11, 11 (2015), 1--16.Google Scholar
- T-Yuan Huang, Ramesh Johari, Nick McKeown, Matthew Trunnell, and Mark Watson. 2014. A buffer-based approach to rate adaptation: Evidence from a large video streaming service. In Proceedings of the 2014 ACM Conference of the Special Interest Group on Data Communication (SIGCOMM’14). ACM, 187--198. Google Scholar
Digital Library
- Teemu Kämäräinen, Matti Siekkinen, Jukka Eerikäinen, and Antti Ylä-Jääski. 2018. CloudVR: Cloud accelerated interactive mobile virtual reality. In Proceedings of the 26th ACM International Conference on Multimedia (MM’18). ACM, 1181--1189. Google Scholar
Digital Library
- Jonathan Kua, Grenville Armitage, and Philip Branch. 2017. A survey of rate adaptation techniques for dynamic adaptive streaming over HTTP. IEEE Commun. Surv. Tutor. 19, 3 (2017), 1842--1866.Google Scholar
Digital Library
- Zeqi Lai, Y. Charlie Hu, Yong Cui, Linhui Sun, and Ningwei Dai. 2017. Furion: Engineering high-quality immersive virtual reality on today’s mobile devices. In Proceedings of the 23rd International Conference on Mobile Computing and Networking (MobiCom’17). ACM. Google Scholar
Digital Library
- Zhu Li, Shuai Zhao, Deep Medhi, and Imed Bouazizi. 2016. Wireless video traffic bottleneck coordination with a DASH SAND framework. In Proceedings of the IEEE Visual Communications and Image Processing. IEEE Press, 1--4.Google Scholar
Cross Ref
- LTEThroughput. 2009. Retrieved from http://www.etsi.org/deliver/etsi_tr/136900_136999/136942/08.02.00_60/tr_136942v080200p.pdf.Google Scholar
- Abbas Mehrabi, Matti Siekkinen, Gazi Illahi, and Antti Ylä-Jääski. 2019. D2D-enabled collaborative edge caching and processing with adaptive mobile video streaming. In Proceedings of the 20th IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks. IEEE Press, 1--10.Google Scholar
Cross Ref
- Abbas Mehrabi, Matti Siekkinen, and Antti Ylä-Jääski. 2018. QoE-traffic optimization through collaborative edge caching in adaptive mobile video streaming. IEEE Access 6 (2018), 52261--52276.Google Scholar
Cross Ref
- Abbas Mehrabi, Matti Siekkinen, and Antti Ylä-Jääski. 2019. Edge computing assisted adaptive mobile video streaming. IEEE Trans. Mobile Comput. 18, 4 (2019), 787--800. Google Scholar
Digital Library
- OculusRift-Blog.com. [n.d.]. John Carmack’s Delivers Some Home Truths On Latency. Retrieved from http://oculusrift-blog.com/john-carmacks-message-of-latency/.Google Scholar
- Stefano Petrangeli, Jeroen Famaey, Maxim Claeys, Steven Latre, and Filip De Turk. 2015. QoE driven rate adaptation heuristic for fair adaptive video streaming. ACM Trans. Multimedia Comput. Commun. Appl. 12, 2 (2015), 1--15. Google Scholar
Digital Library
- Stefano Petrangeli, Jeroen Van Der Hooft, Tim Wauters, and Filip De Turck. 2018. Quality of experience-centric management of adaptive video streaming services: Status and challenges. ACM Trans. Multimedia Comput. Commun. Appl. 14, 2 (2018), 1--29. Google Scholar
Digital Library
- Feng Qian, Lusheng Ji, Bo Han, and Vijay Gopalakrishnan. 2016. Optimizing 360 video delivery over cellular networks. In Proceedings of the 5th Workshop on All Things Cellular (ATC’16). ACM, 1--6. Google Scholar
Digital Library
- Michael Seufert, Sebastian Egger, Martin Slanina, Thomas Zinner, Tobias Hossfeld, and Phuoc Tran-Gia. 2015. A survey on quality of experience of HTTP adaptive streaming. IEEE Commun. Surv. Tutor. 17, 1 (2015), 469--492.Google Scholar
Digital Library
- Shu Shi, Varun Gupta, Michael Hwang, and Rittwik Jana. 2019. Mobile VR on edge cloud: A latency-driven design. In Proceedings of the 10th ACM Multimedia Systems Conference. ACM, 222--231. Google Scholar
Digital Library
- Shu Shi, Varun Gupta, and Rittwik Jana. 2019. Freedom: Fast recovery enhanced VR delivery over mobile networks. In Proceedings of the 17th Annual International Conference on Mobile Systems, Applications, and Services (MobiSys’19). ACM, 130--141. Google Scholar
Digital Library
- Shu Shi and Cheng-Hsin Hsu. 2015. A survey of interactive remote rendering systems. ACM Comput. Surv. 47, 4 (2015), 1--29. Google Scholar
Digital Library
- SimuLTE. 2015. Retrieved from http://simulte.com.Google Scholar
- Kevin Spiteri, Rahul Urgaonkar, and Ramesh K. Sitaraman. 2016. BOLA: Near-optimal adaptation for online videos. In Proceedings of the 35th Annual IEEE International Conference on Computer Communications (INFOCOM’16). IEEE, 1--9.Google Scholar
- Yi Sun, Xiaoqi Yin, Junchen Jiang, Vyas Sekar, Fuyuan Lin, Nanshu Wang, Tao Liu, and Bruno Sinopoli. 2016. CS2P: Improving video bitrate selection and adaptation with data-driven throughput prediction. In Proceedings of the 2016 ACM Conference on SIGCOMM (SIGCOMM’16). ACM, 272--285. Google Scholar
Digital Library
- Tuyen X. Tran and Dario Pompili. 2019. Adaptive bitrate video caching and processing in mobile-edge computing networks. IEEE Trans. Mobile Comput. 18, 9 (2019), 1965--1978.Google Scholar
Digital Library
- Cong Wang, Amr Rizk, and Michael Zink. 2016. SQUAD: A spectrum-based quality adaptation for dynamic adaptive streaming over HTTP. In Proceedings of the 7th ACM International Conference on Multimedia Systems (MMSys’16). 1--12. Google Scholar
Digital Library
- Desheng Wang, Yanrong Peng, Xiaoqiang Ma, Wenting Ding, Hongbo Jiang, Fei Chen, and Jiangchuan Liu. 2019. Adaptive wireless video streaming based on edge computing: Opportunities and approaches. IEEE Trans. Serv. Comput. 12, 5 (2019), 685--697.Google Scholar
Cross Ref
- Chenglei Wu, Zhihao Tan, Zhi Wang, and Shiqiang Yang. 2017. A dataset for exploring user behaviors in VR spherical video streaming. In Proceedings of the 8th ACM on Multimedia Systems Conference (MMSys’17). ACM, 193--198. Google Scholar
Digital Library
- Junfeng Xie, Renchao Xie, Tao Huang, Jiang Liu, and Yunjie Liu. 2017. Energy-efficient cache resource allocation and QoE optimization for HHTP adaptive bit rate streaming over cellular networks. In Proceedings of the IEEE International Conference on Communication (ICC’17). IEEE, 1--6.Google Scholar
Index Terms
Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality
Recommendations
CloudVR: Cloud Accelerated Interactive Mobile Virtual Reality
MM '18: Proceedings of the 26th ACM international conference on MultimediaHigh quality immersive Virtual Reality experience currently requires a PC setup with cable connected head mounted display, which is expensive and restricts user mobility. This paper presents CloudVR which is a system for cloud accelerated interactive ...
Cloud Baking: Collaborative Scene Illumination for Dynamic Web3D Scenes
Special Section on Delay-Sensitive Video Computing in the Cloud and Special Section on Extended MMSys-NOSSDAV Best PapersWe propose Cloud Baking, a collaborative rendering architecture for dynamic Web3D scenes. In our architecture, the cloud renderer renders the scene with the global illumination (GI) information in a GI map; the web-based client renderer renders the ...
Interactive cloud rendering using temporally-coherent photon mapping
GI '12: Proceedings of Graphics Interface 2012This paper presents an interactive algorithm for simulation of light transport in clouds. Exploiting the high temporal coherence of the typical illumination and morphology of clouds we build on volumetric photon mapping, which we modify to allow for ...






Comments