MUVR: Supporting Multi-User Mobile Virtual Reality with Resource Constrained Edge Cloud

Yong Li, Wei Gao
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引用次数: 44

Abstract

Virtual Reality (VR) fundamentally improves the user's experience when interacting with the virtual world, and could revolutionarily transform designs of many interactive systems. To provide VR from untethered mobile devices, a viable solution is to remotely render VR frames from the edge cloud, but encounters challenges from the limited computation and communication capacities of the edge cloud when serving multiple mobile VR users at the same time. In this paper, we envision the key reason of such challenges as the ignorance of redundancy across VR frames being rendered, and aim to fundamentally remove this performance constraint on highly dynamic VR applications by adaptively reusing the redundant VR frames being rendered for different VR users. Such redundancy in each frame is decided at run-time by the edge cloud, which is then able to memoize the previous results of VR frame rendering for future reuse by other users. After a VR frame is generated, the edge cloud further reuses its redundant pixels compared with other frames, and only transmits the distinct portion of this frame to mobile devices. We have implemented our design over Android OS and Unity VR application engine, and demonstrated that our design can efficiently reduce the computation burden at the edge cloud by more than 90%, and reduce more than 95% of the VR frame data being transmitted to mobile devices.
MUVR:支持资源受限边缘云的多用户移动虚拟现实
虚拟现实(VR)从根本上改善了用户与虚拟世界交互时的体验,可以革命性地改变许多交互系统的设计。为了在不受限制的移动设备上提供VR,一种可行的解决方案是从边缘云远程渲染VR帧,但在同时服务多个移动VR用户时,边缘云的计算和通信能力有限,这给边缘云带来了挑战。在本文中,我们设想了这些挑战的关键原因,即忽略了所呈现的VR帧的冗余,并旨在通过自适应地重用为不同VR用户呈现的冗余VR帧,从根本上消除高动态VR应用程序的这种性能约束。这种冗余在每一帧是由边缘云在运行时决定的,然后能够记忆以前的VR帧渲染结果供其他用户将来重用。在生成VR帧后,边缘云进一步重用其与其他帧相比的冗余像素,并仅将该帧中明显的部分传输到移动设备。我们已经在Android操作系统和Unity VR应用引擎上实现了我们的设计,并证明我们的设计可以有效地减少90%以上的边缘云计算负担,减少95%以上的VR帧数据传输到移动设备。
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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