A Measurement Study of Oculus 360 Degree Video Streaming

Chao Zhou, Zhenhua Li, Yao Liu
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引用次数: 104

Abstract

360 degree video is anew generation of video streaming technology that promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices -- users can control the field of view using head movements rather than needing to manipulate external devices. Although 360 degree video could revolutionize streaming technology, large scale adoption is hindered by a number of factors. 360 degree video streams have larger bandwidth requirements, require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams.; AB@In this paper, we review standard approaches toward 360 degree video encoding and compare these to a new, as yet unpublished, approach by Oculus which we refer to as the offset cubic projection. Compared to the standard cubic encoding, the offset cube encodes a distorted version of the spherical surface, devoting more information (i.e., pixels) to the view in a chosen direction. We estimate that the offset cube representation can produce better or similar visual quality while using less than 50% pixels under reasonable assumptions about user behavior, resulting in 5.6% to 16.4% average savings in video bitrate. During 360 degree video streaming, Oculus uses a combination of quality level adaptation and view orientation adaptation. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.
Oculus 360度视频流的测量研究
360度视频是新一代视频流技术,承诺比标准视频流更具沉浸感。这种沉浸感类似于虚拟现实设备——用户可以通过头部运动来控制视野,而不需要操纵外部设备。尽管360度视频可能会给流媒体技术带来革命性的变化,但大规模采用仍受到许多因素的阻碍。360度视频流对带宽的要求更大,对用户输入的响应速度更快,用户可能对低质量的视频流更敏感。AB@In在本文中,我们回顾了360度视频编码的标准方法,并将其与Oculus尚未发布的新方法进行比较,我们将其称为偏移立方投影。与标准立方编码相比,偏移立方编码的是球面的扭曲版本,在选择的方向上为视图提供更多信息(即像素)。我们估计,在合理假设用户行为的情况下,当使用不到50%的像素时,偏移立方体表示可以产生更好或相似的视觉质量,导致视频比特率平均节省5.6%至16.4%。在360度视频流中,Oculus使用质量水平适应和视图方向适应的组合。我们估计,与理想的下载策略相比,这种二维流适应的组合可能会导致超过57%的额外片段被下载,浪费20%的总下载带宽。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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