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Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality

机译:多层CloudVR:在远程呈现虚拟现实中利用边缘计算

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The availability of high bandwidth with low-latency communication in 5G mobile networks enables remote rendered real-time virtual reality (VR) applications. Remote rendering of VR graphics in a cloud removes the need for local personal computer for graphics rendering and augments weak graphics processing unit capacity of stand-alone VR headsets. However, to prevent the added network latency of remote rendering from ruining user experience, rendering a locally navigable viewport that is larger than the field of view of the HMD is necessary. The size of the viewport required depends on latency: Longer latency requires rendering a larger viewport and streaming more content. In this article, we aim to utilize multi-access edge computing to assist the backend cloud in such remote rendered interactive VR. Given the dependency between latency and amount and quality of the content streamed, our objective is to jointly optimize the tradeoff between average video quality and delivery latency. Formulating the problem as mixed integer nonlinear programming, we leverage the interpolation between client's field of view frame size and overall latency to convert the problem to integer nonlinear programming model and then design efficient online algorithms to solve it. The results of our simulations supplemented by real-world user data reveal that enabling a desired balance between video quality and latency, our algorithm particularly achieves the improvements of on average about 22% and 12% in term of video delivery latency and 8% in term of video quality compared to respectively order-of-arrival, threshold-based, and random-location strategies.
机译:在5G移动网络中具有低延迟通信的高带宽的可用性使远程呈现实时虚拟现实(VR)应用。云中的VR图形的远程渲染消除了对图形渲染的本地个人计算机的需求,并扩大了独立VR耳机的弱图形处理单元容量。但是,为了防止远程渲染的添加网络延迟从破坏用户体验,渲染大于HMD的视野大的本地通航视口是必要的。所需视图的大小取决于延迟:更长的延迟需要呈现更大的视口和流媒体。在本文中,我们的目标是利用多访问边缘计算来帮助在这种远程呈现交互式VR中的后端云。鉴于流入内容的延迟和数量和质量之间的依赖性,我们的目标是共同优化平均视频质量和交付延迟之间的权衡。将问题标明为混合整数非线性编程,我们利用客户端视野之间的插值和整体延迟将问题转换为整数非线性编程模型,然后设计高效的在线算法来解决它。我们的模拟结果补充了现实世界的用户数据,揭示了在视频质量和延迟之间实现所需的平衡,我们的算法在视频传送延迟期间的平均达到平均约22%和12%的改善视频质量与分别达到阶数,基于阈值和随机位置策略相比。

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