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Predictive Scheduling for Virtual Reality

机译:虚拟现实的预测调度

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A significant challenge for future virtual reality (VR) applications is to deliver high quality-of-experience, both in terms of video quality and responsiveness, over wireless networks with limited bandwidth. This paper proposes to address this challenge by leveraging the predictability of user movements in the virtual world. We consider a wireless system where an access point (AP) serves multiple VR users. We show that the VR application process consists of two distinctive phases, whereby during the first (proactive scheduling) phase the controller has uncertain predictions of the demand that will arrive at the second (deadline scheduling) phase. We then develop a predictive scheduling policy for the AP that jointly optimizes the scheduling decisions in both phases. In addition to our theoretical study, we demonstrate the usefulness of our policy by building a prototype system. We show that our policy can be implemented under Furion, a Unity-based VR gaming software, with minor modifications. Experimental results clearly show visible difference between our policy and the default one. We also conduct extensive simulation studies, which show that our policy not only outperforms others, but also maintains excellent performance even when the prediction of future user movements is not accurate.
机译:未来虚拟现实(VR)应用程序面临的一项重大挑战是如何在带宽有限的无线网络上提供高质量的视频质量和响应能力。本文提出通过利用虚拟世界中用户移动的可预测性来应对这一挑战。我们考虑一个无线系统,其中接入点(AP)为多个VR用户提供服务。我们展示了VR应用程序流程由两个不同的阶段组成,其中在第一阶段(主动调度),控制器对将要到达第二阶段(最后期限调度)的需求具有不确定的预测。然后,我们为AP开发一种预测性调度策略,该策略可在两个阶段共同优化调度决策。除了我们的理论研究之外,我们还通过构建原型系统证明了我们政策的有效性。我们展示了我们的政策可以在Furion(基于Unity的VR游戏软件)下进行细微修改后实施。实验结果清楚地表明了我们的政策与默认政策之间的明显差异。我们还进行了广泛的模拟研究,这些研究表明,即使对未来用户移动的预测不准确,我们的策略也不仅优于其他策略,而且还保持了出色的性能。

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