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Predictive Scheduling for Virtual Reality

机译:虚拟现实预测调度

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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:对于未来的虚拟现实(VR)应用的重大挑战是在视频质量和响应性方面提供高质量的经验,而不是带宽有限的无线网络。本文建议通过利用虚拟世界中的用户动作的可预测性来解决这一挑战。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。我们表明VR应用程序包括两个独特的阶段,在第一个(主动调度)阶段期间,控制器对将到达第二个(截止日期调度)阶段的需求不确定预测。然后,我们为AP开发了一个预测调度策略,该策略共同优化两个阶段的调度决策。除了我们的理论研究外,我们还通过构建原型系统来展示我们的政策的实用性。我们展示我们的政策可以在大海,一个基于Unity的VR游戏软件的大海内实施,具有较小的修改。实验结果明显显示我们的政策和默认值之间的可见差异。我们还开展了广泛的模拟研究,表明我们的政策不仅优于其他人,而且即使在未来用户动作的预测不准确时也保持出色的性能。

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