{"title":"Design and Implementation of Online Live Streaming System Using A 3D Engine","authors":"Aizierjiang Aiersilan","doi":"arxiv-2409.06207","DOIUrl":null,"url":null,"abstract":"With the growing demand for live video streaming, there is an increasing need\nfor low-latency and high-quality transmission, especially with the advent of 5G\nnetworks. While 5G offers hardware-level improvements, effective software\nsolutions for minimizing latency remain essential. Current methods, such as\nmulti-channel streaming, fail to address latency issues fundamentally, often\nonly adding new channels without optimizing overall performance. This thesis\nproposes a novel approach using a 3D engine (e.g., Unity 3D) to stream\nmulti-input video data through a single channel with reduced latency. By\nleveraging 3D engine capabilities, such as World/Screen Space Cameras, 3D\nCanvases, and Webcam Textures, the proposed system consolidates video streams\nfrom multiple external cameras into a unified, low-latency output. The\naffiliated project of this thesis demonstrates the implementation of a\nlow-latency multi-channel live video streaming system. It employs the RTSP\nprotocol and examines video encoding techniques, alongside a client-side\napplication based on Unity 3D. The system architecture includes a WebSocket\nserver for persistent connections, an HTTP server for communication, a MySQL\ndatabase for storage, Redis for caching, and Nginx for load balancing. Each\nmodule operates independently, ensuring flexibility and scalability in the\nsystem's design. A key innovation of this system is its use of a 3D scene to\nmap multiple video inputs onto a virtual canvas, recorded by an in-engine\ncamera for transmission. This design minimizes redundant data, enabling an\nefficient and director-guided live streaming network. The thesis concludes by\ndiscussing challenges encountered during the project and provides solutions for\nfuture improvement.","PeriodicalId":501280,"journal":{"name":"arXiv - CS - Networking and Internet Architecture","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2024-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"arXiv - CS - Networking and Internet Architecture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/arxiv-2409.06207","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
With the growing demand for live video streaming, there is an increasing need
for low-latency and high-quality transmission, especially with the advent of 5G
networks. While 5G offers hardware-level improvements, effective software
solutions for minimizing latency remain essential. Current methods, such as
multi-channel streaming, fail to address latency issues fundamentally, often
only adding new channels without optimizing overall performance. This thesis
proposes a novel approach using a 3D engine (e.g., Unity 3D) to stream
multi-input video data through a single channel with reduced latency. By
leveraging 3D engine capabilities, such as World/Screen Space Cameras, 3D
Canvases, and Webcam Textures, the proposed system consolidates video streams
from multiple external cameras into a unified, low-latency output. The
affiliated project of this thesis demonstrates the implementation of a
low-latency multi-channel live video streaming system. It employs the RTSP
protocol and examines video encoding techniques, alongside a client-side
application based on Unity 3D. The system architecture includes a WebSocket
server for persistent connections, an HTTP server for communication, a MySQL
database for storage, Redis for caching, and Nginx for load balancing. Each
module operates independently, ensuring flexibility and scalability in the
system's design. A key innovation of this system is its use of a 3D scene to
map multiple video inputs onto a virtual canvas, recorded by an in-engine
camera for transmission. This design minimizes redundant data, enabling an
efficient and director-guided live streaming network. The thesis concludes by
discussing challenges encountered during the project and provides solutions for
future improvement.