mmWave Networking and Edge Computing for Scalable 360° Video Multi-User Virtual Reality

mmWave Networking and Edge Computing for Scalable 360° Video Multi-User Virtual Reality
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DOI:
10.1109/tip.2022.3228521
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发表时间:
2022-12
影响因子:
10.6
通讯作者:
Sabyasachi Gupta;Jacob Chakareski;P. Popovski
Sabyasachi Gupta;Jacob Chakareski;P. Popovski
中科院分区:
计算机科学1区
文献类型:
--
作者:
Sabyasachi Gupta;Jacob Chakareski;P. Popovski

文献摘要

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我们研究了一种新型的多用户移动虚拟现实(VR)游戏厅系统,该系统能够以低交互延迟流式传输可扩展的8K 360°视频,同时提供高度的远程场景沉浸逼真度和应用可靠性。这是通过集成嵌入式多层360°切片、边缘计算以及包含低于6 GHz和毫米波(mmWave)链路的无线多连接来实现的。低于6 GHz频段用于将整个360°全景的基础层广播给所有用户,而定向毫米波链路则用于针对各个用户视口的VR增强层的高速率传输。视口特定的增强内容可以包括在边缘服务器首先解码的压缩和原始360°切片。在给定速率、延迟和计算限制的情况下,我们旨在使所有VR用户接收到的360°内容的最小沉浸逼真度最大化。我们通过分析描述了时空360°全景中的速率 - 失真权衡以及解压缩360°切片所需的计算能力。所提出的解决方案包括几何规划算法以及基于图论的VR用户到毫米波接入点分配的中间步骤。结果表明,与仅基于低于6 GHz传输的最先进方法相比,所交付的VR用户沉浸逼真度有显著提升(8 - 10 dB),空间分辨率也从4K提升到了8K。我们还表明,随着毫米波网络链路数据速率或边缘服务器/用户计算能力的提高,发送的原始360°切片数量会增加。最后,我们证明,为了在假设情况下提供相同的沉浸逼真度,参考方法将产生高得多(2.5 - 4.5倍)的系统延迟。
We investigate a novel multi-user mobile Virtual Reality (VR) arcade system for streaming scalable 8K 360° video with low interactive latency, while providing high remote scene immersion fidelity and application reliability. This is achieved through the integration of embedded multi-layer 360° tiling, edge computing, and wireless multi-connectivity that comprises sub-6 GHz and mmWave (millimeter wave) links. The sub-6 GHz band is used for broadcast of the base layer of the entire 360° panorama to all users, while the directed mmWave links are used for high-rate transmission of VR-enhancement layers that are specific to the viewports of the individual users. The viewport-specific enhancements can comprise compressed and raw 360° tiles, decoded first at the edge server. We aim to maximize the smallest immersion fidelity for the delivered 360 content across all VR users, given rate, latency and computing constraints. We characterize analytically the rate-distortion trade-offs across the spatiotemporal 360° panorama and the computing power required to decompress 360° tiles. The proposed solution consists of geometric programming algorithms and an intermediate step of graph-theoretic VR user to mmWave access point assignment. The results reveal a significant improvement (8–10 dB) in delivered VR user immersion fidelity and spatial resolution (8K vs. 4K) compared to a state-of-the-art method based on sub-6 GHz transmission only. We also show that an increasing number of raw 360° tiles are sent, as the mmWave network link data rate or the edge server/user computing power increase. Finally, we demonstrate that in order to hypothetically deliver the same immersion fidelity, the reference method would incur a much higher (2.5-4.5x) system latency.