Enhancing Quality of Experience for Collaborative Virtual Reality with Commodity Mobile Devices

Jiangong Chen, Feng Qian, Bin Li
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引用次数: 3

Abstract

Virtual Reality (VR), together with the network infrastructure, can provide an interactive and immersive experience for multiple users simultaneously and thus enables collaborative VR applications (e.g., VR-based classroom). However, the satisfactory user experience requires not only high-resolution panoramic image rendering but also extremely low latency and seamless user experience. Besides, the competition for limited network resources (e.g., multiple users share the total limited bandwidth) poses a significant challenge to collaborative user experience, in particular under the wireless network with time-varying capacities. While existing works have tackled some of these challenges, a principled design considering all those factors is still missing. In this paper, we formulate a combinatorial optimization problem to maximize the Quality of Experience (QoE), defined as the linear combination of the quality, the average VR content delivery delay, and variance of the quality over a finite time horizon. In particular, we incorporate the influence of imperfect motion prediction when considering the quality of the perceived contents. However, the optimal solution to this problem can not be implemented in real-time since it relies on future decisions. Then, we decompose the optimization problem into a series of combinatorial optimization in each time slot and develop a low-complexity algorithm that can achieve at least 1/2 of the optimal value. Despite this, the trace-based simulation results reveal that our algorithm performs very close to the decomposed optimal offline solution. Furthermore, we implement our proposed algorithm in a practical system with commercial mobile devices and demonstrate its superior performance over state-of-the-art algorithms. We open-source our implementations on https://github.com/SNeC-Lab-PSU/ICDCS-CollaborativeVR.
基于商品移动设备的协同虚拟现实体验质量提升研究
虚拟现实(VR)与网络基础设施一起,可以同时为多个用户提供交互式和沉浸式体验,从而实现协作式VR应用(例如,基于VR的教室)。然而,令人满意的用户体验不仅需要高分辨率的全景图像渲染,还需要极低的延迟和无缝的用户体验。此外,对有限网络资源的竞争(例如,多个用户共享有限的总带宽)对协同用户体验提出了重大挑战,特别是在容量随时间变化的无线网络下。虽然现有的作品已经解决了其中的一些挑战,但考虑到所有这些因素的原则性设计仍然缺失。在本文中,我们制定了一个组合优化问题,以最大化体验质量(QoE),定义为质量,平均VR内容交付延迟和有限时间范围内质量方差的线性组合。特别是,在考虑感知内容的质量时,我们考虑了不完美运动预测的影响。然而,该问题的最佳解决方案无法实时实现,因为它依赖于未来的决策。然后,我们将优化问题分解为每个时隙的一系列组合优化,并开发出至少可以达到最优值的1/2的低复杂度算法。尽管如此,基于跟踪的仿真结果表明,我们的算法非常接近分解的最优离线解。此外,我们在商业移动设备的实际系统中实现了我们提出的算法,并证明了其优于最先进算法的性能。我们在https://github.com/SNeC-Lab-PSU/ICDCS-CollaborativeVR上开源了我们的实现。
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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