Experimental evaluation of virtual reality applications running on next-gen network scenarios with edge cloud assistance

Shalini Choudhury, Jakub Kolodziejski, I. Seskar, D. Raychaudhuri
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引用次数: 1

Abstract

Volumetric video is an emerging key technology for immersive representation of 3D spaces and objects. Rendering volumetric video at client's end requires significant computational power which is challenging especially for mobile devices. One of the ways to mitigate this is to offload the rendering at the edge cloud and stream the video and audio to the thin client. Remote edge-cloud rendering may increase the end-to-end delay of the system due to the added network and processing latency which is greater than local rendering system. We investigate network latency in edge-based remote rendering over NextG networks and identify the bottleneck deteriorating the application performance. Further, we delve into the current state of the art and challenges of performing rendering remotely at the edge cloud and study the associated problems that need to be addressed in order to realize remote augmented reality(AR)/virtual reality (VR). Our prototype implementation shows effectiveness of maintaining the application QoE by prioritizing data at the level of a sub-flow and reducing the motion-to-photon latency.
基于边缘云的下一代网络场景下虚拟现实应用的实验评估
体积视频是一项新兴的3D空间和物体的沉浸式表示关键技术。在客户端渲染体积视频需要大量的计算能力,这对移动设备来说尤其具有挑战性。缓解这种情况的方法之一是卸载边缘云上的渲染,并将视频和音频流式传输到瘦客户端。远程边缘云渲染由于增加了网络和处理延迟,可能会增加系统的端到端延迟,这比本地渲染系统要大。我们研究了在NextG网络上基于边缘的远程渲染中的网络延迟,并确定了影响应用程序性能的瓶颈。此外,我们深入研究了在边缘云执行远程渲染的当前状态和挑战,并研究了为了实现远程增强现实(AR)/虚拟现实(VR)需要解决的相关问题。我们的原型实现显示了通过在子流级别对数据进行优先级排序和减少运动到光子延迟来维持应用程序QoE的有效性。
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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