Multi-Connectivity and Edge Computing for Ultra-Low-Latency Lifelike Virtual Reality

Multi-Connectivity and Edge Computing for Ultra-Low-Latency Lifelike Virtual Reality
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DOI:
10.1109/icme46284.2020.9102856
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发表时间:
2020-07
期刊:
2020 IEEE International Conference on Multimedia and Expo (ICME)
影响因子:
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通讯作者:
Jacob Chakareski;Sabyasachi Gupta
Jacob Chakareski;Sabyasachi Gupta
中科院分区:
其他
文献类型:
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作者:
Jacob Chakareski;Sabyasachi Gupta

文献摘要

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我们探索一种新颖的多用户移动 VR 系统,通过可扩展 360^° 平铺、双频毫米波 (mmWave) 和 Wi-Fi 传输以及边缘计算的协同集成,以高可靠性、沉浸式保真度和低交互延迟传输可扩展的 8K360^° 视频。研究了高速率定向毫米波链路,将 360^° 内容的 VR 视口特定高质量增强层发送给个人用户,同时将整个 360^° 全景的基础层的 Wi-Fi 广播发送给所有用户,以增强系统的可靠性。视口特定的增强层可以包括压缩的和原始的360°图块,首先在边缘服务器处解码。我们探索了毫米波接入点与用户关联的联合优化、解压缩传输的 360° 图块的选择、视口特定增强层中压缩图块上毫米波数据速率的分配,以及边缘服务器和用户设备的计算资源的分配。我们的目标是在考虑到传输、延迟和计算限制的情况下,最大限度地提高所有用户的最低 VR 沉浸保真度。我们证明,与仅使用 Wi-Fi 传输的 MPEG-DASH 相比,我们的框架可以显着提高沉浸保真度(8dB 至 10dB)和空间分辨率(8Kvs.4K)。我们还表明,随着毫米波链路速率或边缘服务器/用户计算能力的增加,发送的原始 360^° 图块数量不断增加,在此严格探索计算和通信能力、端到端系统延迟和交付的 VR 沉浸保真度之间的基本相互作用。
We explore a novel multi-user mobile VR system for streaming scalable 8K360^° video at high reliability and immersion fidelity, and low interactive latency, via a synergistic integration of scalable 360^° tiling, dual-band millimeter wave (mmWave) and Wi-Fi transmission, and edge computing. High rate directed mmWave links are studied to send VR viewport-specific high-quality enhancement layers of the 360^° content to the individual users, while Wi-Fi broadcast of the base layer of the entire 360^° panorama is sent to all users, to augment the system’s reliability. The viewport-specific enhancement layers can comprise compressed and raw 360^° tiles, decoded first at the edge server. We explore the joint optimization of the mmWave access point to user association, the choice of 360^° tiles to be transmitted decompressed, the allocation of mmWave data rate across the compressed tiles in a viewport-specific enhancement layer, and the allocation of computing resources at the edge server and user devices. Our objective is to maximize the minimum delivered VR immersion fidelity across all users, given transmission, latency, and computing constraints. We demonstrate that our framework can enable a significant improvement in immersion fidelity (8dB to 10 dB) and spatial resolution (8Kvs. 4K), over MPEG-DASH that uses Wi-Fi transmission only. We also show that an increasing number of raw 360^° tiles are sent, as the mmWave link rate or the edge server/user computing power increase, exploring rigorously here the fundamental interplay between computing and communication capabilities, end-to-end system latency, and delivered VR immersion fidelity.