2017 IEEE International Conference on Image Processing (ICIP) 2017
DOI: 10.1109/icip.2017.8296668
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Multi-stream switching for interactive virtual reality video streaming

Abstract: Virtual reality (VR) video provides an immersive 360 viewing experience to a user wearing a headmounted display: as the user rotates his head, correspondingly different fields-of-view (FoV) of the 360 video are rendered for observation. Transmitting the entire 360 video in high quality over bandwidth-constrained networks from server to client for real-time playback is challenging. In this paper we propose a multi-stream switching framework for VR video streaming: the server pre-encodes a set of VR video stream… Show more

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Cited by 19 publications
(8 citation statements)
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References 16 publications
(24 reference statements)
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“…The delivery of 360 o video has been studied in [26], where the objective is to design multiple VR streams of different view ranges and find the optimal head angle-tostream mapping under the bandwidth and storage constraints. This is done to avoid drifting as coded VR streams tend to overlap in view ranges.…”
Section: Related Workmentioning
confidence: 99%
“…The delivery of 360 o video has been studied in [26], where the objective is to design multiple VR streams of different view ranges and find the optimal head angle-tostream mapping under the bandwidth and storage constraints. This is done to avoid drifting as coded VR streams tend to overlap in view ranges.…”
Section: Related Workmentioning
confidence: 99%
“…Divide variables (t, e) into blocks (t h , e h ), h ∈ H K , one for each h ∈ H K . Note that the objective and the constraints in ( 8), ( 9), ( 14) of Problem 2 are block separable, and the constraints in (15) are the only coupling constraints that involve variables from different blocks. In addition, note that Problem 2 is convex and strictly feasible, implying that Slaters condition holds, and hence the duality gap is zero.…”
Section: A Case Without User Transcoding and With Absolute Smoothness...mentioning
confidence: 99%
“…In [14], [15], the authors consider streaming of singlequality 360 VR videos in single-user wireless networks. The proposed solutions in [14], [15] may not yield efficient transmission for single-quality 360 VR videos in multi-user wireless networks, as optimal resource sharing among users with heterogeneous channel conditions is not considered. Furthermore, when multiple users are watching one 360 VR video simultaneously, transmission efficiency can be improved by exploiting potential multicast opportunities.…”
Section: Introductionmentioning
confidence: 99%
“…In this context, transmission of a current region-of-interest [2]- [4] or viewport-dependent streaming solutions [5]- [10] can be utilized to enhance the perceived VR video quality. However, in video transmission scenarios with delay-prone communication pipelines [11] and rapid head orientation activities [12], such solutions are merely inefficient in terms of complying with the motion-to-photon latency requirement; thus penalizing the quality of experience (QoE).…”
Section: Introductionmentioning
confidence: 99%