Proceedings of the 8th ACM on Multimedia Systems Conference 2017
DOI: 10.1145/3083187.3083224
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Improving Virtual Reality Streaming using HTTP/2

Abstract: The demand for 360°Virtual Reality (VR) videos is expected to grow in the near future, thanks to the diffusion of VR headsets. VR Streaming is however challenged by the high bandwidth requirements of 360°videos. To save bandwidth, we spatially tile the video using the H.265 standard and stream only tiles in view at the highest quality. The video is also temporally segmented, so that each temporal segment is composed of several spatial tiles. In order to minimize quality transitions when the user moves, an algo… Show more

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Cited by 37 publications
(10 citation statements)
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“…Each tile can be projected in different representations to allow for quality adaptation. However, requesting each tile individually may increase the number of requests tremendously, which could be addressed by the server push feature of HTTP/2 as suggested in [180]. A number of open issues are also discussed by Graf et al [179] ranging from encoding/streaming issues to QoE.…”
Section: Immersive Media Streamingmentioning
confidence: 99%
“…Each tile can be projected in different representations to allow for quality adaptation. However, requesting each tile individually may increase the number of requests tremendously, which could be addressed by the server push feature of HTTP/2 as suggested in [180]. A number of open issues are also discussed by Graf et al [179] ranging from encoding/streaming issues to QoE.…”
Section: Immersive Media Streamingmentioning
confidence: 99%
“…[7] inves-tigated the fundamental trade-offs between spatial size of the quality-emphasized regions and the aggregate video bit-rate. To reduce the influence of network delays on tiled streaming with many requests from the client, the server push functionality of the HTTP/2 protocol together with a viewport prediction algorithm has been used [25,26]. Moreover, Naik et.…”
Section: Related Workmentioning
confidence: 99%
“…The proposed framework has been implemented as a prototype on a Samsung Galaxy S7 and a Gear VR [12]. A high-level description of the prototype is given in Figure 2.…”
Section: Performance Evaluation 41 Experimental Setupmentioning
confidence: 99%