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Mobile Edge Resource optimization for Multiplayer Interactive Virtual Reality Game

机译:多人交互式虚拟现实游戏的移动边缘资源优化

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Edge computing has been regarded as an efficient approach to achieve the multiplayer interactive virtual reality (VR) game over wireless networks, where the game scenes can be rendered at the edge computing server and then the real-time video frames can be transmitted to the players. In order to ensure the fairness of the interacting players, we allocate the edge computing and wireless bandwidth resources for minimizing the average inter-player delay among different players. The proposed programming is under the constraints of the absolute delay requirements, the maximum frame per second (FPS) demands, the total bandwidth and rendering resources limits. The influence of prediction and pre-rendering field of views (FOVs) is also considered in the optimization problem to model the interaction among players. To tackle the non-convex problem efficiently, a sub-optimal algorithm which convert the original problem into several convex subproblems to optimize iteratively is designed. Finally, numerical results verify the proposed algorithm can reduce the average interplayer delay significantly with lower complexity, and it also reveals the impact of the content sizes and the channel state conditions on the edge resource allocation.
机译:边缘计算被认为是实现多人交流虚拟现实(VR)游戏的有效方法,在无线网络中可以在边缘计算服务器上呈现游戏场景,然后可以将实时视频帧发送到播放器。为了确保互动参与者的公平性,我们分配了边缘计算和无线带宽资源,以最小化不同玩家之间的平均球员间延迟。建议的编程是在绝对延迟要求的约束下,每秒最大帧(FPS)需求,总带宽和渲染资源限制。在优化问题中也考虑了预测和预渲染领域的影响(FOV),以模拟玩家之间的互动。为了有效地解决非凸面问题,将原始问题转换为几个凸子问题的子最优算法以迭代地进行优化。最后,数值结果验证了所提出的算法可以显着以较低的复杂性地显着降低平均交互式延迟,并且还揭示了内容大小的影响和信道状态条件对边缘资源分配。

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