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Volumetric Media Streaming for Augmented Reality

机译:体积媒体流增强现实

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Volumetric media, popularly known as holograms, need to be delivered to users using both on-demand and live streaming, for new augmented reality (AR) and virtual reality (VR) experiences. As in video streaming, hologram streaming must support network adaptivity and fast startup, but must also moderate large bandwidths, multiple simultaneously streaming objects, and frequent user interaction, which requires low delay. In this paper, we introduce the first system designed specifically for streaming volumetric media. The system reduces bandwidth by introducing 3D tiles, and culling them or reducing their level of detail depending on their relation to the user's view frustum and distance to the user. To allocate bits among different tiles across multiple objects, we introduce a simple greedy yet provably optimal algorithm for rate-utility optimization, whose utility measures is based not only on the underlying quality of the representation, but on the level of detail relative to the user's viewpoint and device resolution. Simulation results show that the proposed algorithm provides superior quality compared to existing video-streaming approaches adapted to hologram streaming, in terms of utility and user experience over variable, throughput-constrained networks.
机译:容积媒体,普遍称为全息图,需要使用按需和直播,为用户提供给用户,用于新的增强现实(AR)和虚拟现实(VR)体验。与视频流中一样,全息图流必须支持网络适应性和快速启动,但也必须适度的带宽,多个同时流媒体对象和频繁的用户交互,这需要低延迟。在本文中,我们介绍了专门用于流体积介质的第一系统。系统通过引入3D瓦片来减少带宽,并根据与用户视图截头和向用户的距离的关系来剔除它们或减少其细节水平。要在多个对象中分配不同的图块中的位,我们介绍了一个简单的贪婪且可释放的最佳算法,用于速率 - 实用程序优化,其实用性测量不仅基于表示的底层质量,而且在相对于用户的细节水平上基于观点和设备分辨率。仿真结果表明,该算法与适用于全息图流的现有视频流方法相比,该算法提供了卓越的质量,在实用程序和用户体验中,吞吐量约束网络的用户体验。

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