Fine-grained Transmission Optimization of Large-scale Web VR Scenes

Changqing Yin, Zhaohui Chen, Yonghao Hu, Kexin Yu
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Abstract

The latency of transmitting large-scale WebVR scenes over mobile Internet is known as the bottleneck problem. This paper tries to challenge this problem by combining adaptive packaging transmission, use UDP and QUIC protocol for transmission instead of TCP and HTTP2. In addition, we also propose to use p2p for transmission to reduce the load pressure of the server during data transmission. Different with those pure research DVE (Distributed Virtual Environment) P2P works built on simulation platform, a novel WebVR-P2P framework is realized based on WebTorrent and WebGL. On server side, large- scale WebVR scenes are divided into smaller fine-grained subspaces in terms of closeness and visibility to lower networking congestions. These two preprocessing steps are integrated to decrease less bandwidth occupation at utmost. Then, each fine-grained subspace is packaged adaptively in terms of Frustum Fill Ratio (FFR) for smooth and efficient transmission. A new WebTorrent framework is extended to transmit Web3D files and all packaged WebVR subspaces are transferred in the peer-to-peer style. At the same time, on server side, we introduced the support of QUIC, and improved the support of QUIC in the project. Finally, WebVR-P2P and QUIC supported platform is implemented based on all above key technologies, a large-scale WebVR scene (an industrial park: 1325M) is chosen to test for P2P transmission and QUIC transmission performance in this WebVR-P2P platform, the practical experimenting results are conducted to show the effectiveness and potentiality of our proposed solution.
大规模Web VR场景的细粒度传输优化
在移动互联网上传输大规模WebVR场景的延迟被称为瓶颈问题。本文尝试通过结合自适应封装传输,使用UDP和QUIC协议代替TCP和HTTP2进行传输来解决这一问题。此外,我们还建议使用p2p进行传输,以减少数据传输时服务器的负载压力。不同于以往研究的基于仿真平台的分布式虚拟环境(Distributed Virtual Environment, DVE) P2P作品,本文基于WebTorrent和WebGL实现了一种新的WebVR-P2P框架。在服务器端,大规模的WebVR场景被划分为更小的细粒度子空间,以降低网络拥塞的亲密性和可见性。将这两个预处理步骤相结合,最大限度地减少带宽占用。然后,根据截锥填充率(FFR)对每个细粒度子空间进行自适应封装,实现平滑高效的传输。一个新的WebTorrent框架被扩展到传输Web3D文件,所有打包的WebVR子空间都以点对点的方式传输。同时,在服务器端引入了对QUIC的支持,并在项目中对QUIC的支持进行了改进。最后,在上述关键技术的基础上实现了WebVR-P2P和QUIC支持平台,并选择了一个大规模的WebVR场景(某工业园区:1325M)对该WebVR-P2P平台的P2P传输和QUIC传输性能进行了测试,并进行了实际实验结果,验证了我们提出的解决方案的有效性和潜力。
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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