Networked VR: State of the Art, Solutions, and Challenges
Abstract
:1. Introduction
- This paper discusses the architecture of VR video streaming. The VR content preprocessing stages, such as content acquisition, projection, and encoding, are organized and discussed. Subsequently, the transmission and consumption of 360-degree video is described in detail.
- The proven streaming technologies for 360-degree video are presented and discussed in detail, including viewport-based, tile-based, and viewport-tracking delivery solutions. We describe how high-resolution content can be delivered to single or multiple users. Different technical- and design-related challenges and implications are presented for the interactive, immersive, and engaging experience of VR video.
- We describe the state of the art in some recent research optimizing VR transmission by leveraging wireless communication, computational, and caching resources at the network edge in order to significantly improve the performance of VR networking.
- We outline some open research questions in the field of VR and some interesting research directions in order to stimulate future research activities in related areas.
2. Background: VR Representation Principles and Typical Transmission Mechanism
2.1. Capture and Representation of VR
2.1.1. Projection Conversion
2.1.2. Video Encoding
2.2. Typical VR Transmission Mechanisms
2.2.1. VR Video Transmission Based on DASH
2.2.2. Transmission Scheme Based on Tile and View Switching
2.2.3. The Progress of Viewport-Tracking Optimization
2.3. The Main Challenges Facing VR Networking
2.3.1. VR Network Computing Power Challenges
2.3.2. The Challenge of VR Network Communication Efficiency
2.3.3. The Challenge of VR Network Service Latency
2.4. Enabling Technologies for VR
2.4.1. Future Network System Architecture
2.4.2. VR System Design
- FlashBack [53]: Boos et al. proposed FlashBack in order to solve the problem faced by products, such as Google Cardboard and Samsung Gear VR, in providing VR with limited GPU power, which cannot produce acceptable frame rates and delays. FlashBack proactively pre-computes and caches all possible images that VR users may encounter. Record rendering works in offline steps to build a cache full of panoramic images. FlashBack constructs and maintains a tiered storage cache index at runtime in order to quickly find images that a user should view. For cache misses, a fast approximation of the correct image is used, while more closely matched entries are fetched from the cache for future requests. In addition, FlashBack is not only suitable for static scenes, but also for dynamic scenes of moving and animated objects.
- Furion [54]: to enable high quality VR applications on unrestricted mobile devices such as smartphones, Lai et al. introduced Furion, a framework that enables high-quality, immersive mobile VR on today’s mobile devices and wireless networks. Furion leverages key insights into VR workloads, namely the predictability of foreground interaction and background environments as compared to rendering workloads, and uses a split renderer architecture that runs on phones and servers. This is complemented by video compression, the use of panoramic frames, and the parallel decoding of multiple cores on the phone.
- LTE-VR [55]: Tan et al. designed LTE-VR, a device-side solution for mobile VR that requires no changes to device hardware or LTE infrastructure. LTE-VR adapts the signaling operations that are involved in delay-friendliness. LTE-VR can passively use two innovative designs: (1) it adopts a cross-layer design in order to ensure rapid loss detection and (2) it only has rich side-channel information available on the device to reduce VR perception delays.
- Flare [37]: Qian et al. designed Flare, a practical VR videos streaming system for commodity mobile devices. Flare uses a viewport adaptive method: instead of downloading the entire panoramic scene, it predicts the future viewport of the user and only obtains the part that the audience will consume. When compared with the prior methods, Flare reduces bandwidth usage or improves the quality of acquiring VR content of the same bandwidth. In addition, Flare is a universal 360-degree video streaming framework that does not rely on specific video encoding technologies.
3. Different VR Networking Optimization Approaches
3.1. User-Centric Design for Edge Computing
3.2. Optimization of Node-Related Associations
3.2.1. Optimization Based on Caching
3.2.2. Optimization Based on Access Control (AC) Scheduling
3.2.3. Optimization Based on Content Awareness
3.3. VR Implementation Driven by QoE
4. Open Research Challenges
4.1. Construction of Mapping the Relationship between QoE and QoS
4.2. Unified Data Set
- Viewer information: sex, age, experience with the device, and visual health status.
- Video features: capturing projection models, encoding bit rate, resolution, etc.
- Viewing behavior: content type, visual track, experience rating, etc.
4.3. The Evolution of 6-DoF VR Applications
5. Conclusions
Author Contributions
Funding
Conflicts of Interest
Abbreviations
2D | 2-dimensional |
3D | 3-dimensional |
3C | Communication computation and caching |
3G | The 3rd generation of mobile phone mobile communication technology standards |
4G | The 4th generation of mobile phone mobile communication technology standards |
4K | 4K resolution |
5G | 5th generation mobile networks or 5th generation wireless systems |
6G | 6th generation mobile networks or 6th generation wireless systems |
AC | Access control |
AP | Access point |
AR | Augmented reality |
CBR | Constant bit rate |
DASH | Dynamic adaptive streaming over HTTP |
D2D | Device-to-device |
DRL | Deep reinforcementlLearning |
DoF | Degree of Freedom |
GPU | Graphics Processing Unit |
HEVC | High-Efficiency Video Coding |
HMD | Head-Mounted Display |
HTTP | HyperText Transfer Protocol |
JVET | Joint Video Experts Team |
ICN | Information-Centric Networking |
ISP | Internet Service Provider |
LR | Logistic Regression |
LSTM | Long Short-Term Memory |
LTE | Long-Term Evolution |
MAC | Medium Access Control |
MEC | Mobile Edge Computing |
ML | Machine Learning |
MPEG | Moving Picture Experts Group |
MTP | Motion-To-Photons |
NDN | Named Data Networking |
QoE | Quality of Experience |
QoS | Quality of Service |
QVGA | Quarter VGA |
OHP | OctaHedral mapping Projection |
OMAF | Omnidirectional Media Application Format |
RNN | Recurrent Neural Network |
ROI | Region of Interest |
RR | Ridge Regression |
SSP | Segmented Sphere Projection, |
TSP | Truncated Square Pyramid projection |
VBR | Variable Bit Rate |
VOR | Vestibulo-ocular reflex |
VP | Viewport Prediction |
VR | Virtual Reality |
VVC | Versatile Video Coding |
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Reference | Method | Sheme |
---|---|---|
[85] | RNN-LSTM | Predicted Viewpoint/Predicted Bandwidth |
[37] | LR-RR | Predicted Viewpoint/Predicted Bandwidth |
[86] | RL model | Improved Adaptive VR Streaming |
[87] | MDP-RL | Improved Variable bitrate (VBR) |
[88] | Post-decision state | Improved constant bitrate (CBR) |
[89] | DRL model | Improved video quality |
[90] | Q-Learning RL | Improved CBR |
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Ruan, J.; Xie, D. Networked VR: State of the Art, Solutions, and Challenges. Electronics 2021, 10, 166. https://doi.org/10.3390/electronics10020166
Ruan J, Xie D. Networked VR: State of the Art, Solutions, and Challenges. Electronics. 2021; 10(2):166. https://doi.org/10.3390/electronics10020166
Chicago/Turabian StyleRuan, Jinjia, and Dongliang Xie. 2021. "Networked VR: State of the Art, Solutions, and Challenges" Electronics 10, no. 2: 166. https://doi.org/10.3390/electronics10020166
APA StyleRuan, J., & Xie, D. (2021). Networked VR: State of the Art, Solutions, and Challenges. Electronics, 10(2), 166. https://doi.org/10.3390/electronics10020166