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MUVR: Supporting Multi-User Mobile Virtual Reality with Resource Constrained Edge Cloud

机译:MUVR:资源受限的边缘云支持多用户移动虚拟现实

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Virtual Reality (VR) fundamentally improves the user's experience when interacting with the virtual world, and could revolutionarily transform designs of many interactive systems. To provide VR from untethered mobile devices, a viable solution is to remotely render VR frames from the edge cloud, but encounters challenges from the limited computation and communication capacities of the edge cloud when serving multiple mobile VR users at the same time. In this paper, we envision the key reason of such challenges as the ignorance of redundancy across VR frames being rendered, and aim to fundamentally remove this performance constraint on highly dynamic VR applications by adaptively reusing the redundant VR frames being rendered for different VR users. Such redundancy in each frame is decided at run-time by the edge cloud, which is then able to memoize the previous results of VR frame rendering for future reuse by other users. After a VR frame is generated, the edge cloud further reuses its redundant pixels compared with other frames, and only transmits the distinct portion of this frame to mobile devices. We have implemented our design over Android OS and Unity VR application engine, and demonstrated that our design can efficiently reduce the computation burden at the edge cloud by more than 90%, and reduce more than 95% of the VR frame data being transmitted to mobile devices.
机译:虚拟现实(VR)从根本上改善了用户与虚拟世界进行交互时的体验,并且可以革命性地改变许多交互系统的设计。为了从不受束缚的移动设备提供VR,一种可行的解决方案是从边缘云远程渲染VR帧,但是当同时为多个移动VR用户提供服务时,边缘云的有限计算和通信能力会带来挑战。在本文中,我们预见了诸如挑战跨渲染VR帧的冗余性等知识的挑战的关键原因,并旨在通过自适应地重用针对不同VR用户渲染的冗余VR帧,从根本上消除对高动态VR应用程序的性能限制。每个帧的这种冗余是在运行时由边缘云决定的,边缘云随后能够记住VR帧渲染的先前结果,以供其他用户将来重用。生成VR帧后,边缘云与其他帧相比会进一步重用其冗余像素,并且仅将此帧的不同部分传输到移动设备。我们已经通过Android OS和Unity VR应用程序引擎实现了设计,并证明了我们的设计可以有效地减少90%以上的边缘云计算负担,并减少95%以上的VR帧数据传输到移动设备设备。

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