缩放VR视频会议

Mallesham Dasari, E. Lu, Michael W. Farb, Nuno Pereira, Ivan Liang, Anthony G. Rowe
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引用次数: 0

摘要

虚拟现实(VR)远程呈现平台正面临着支持现场表演、体育赛事和跨越无缝虚拟世界的数千用户会议的挑战。当前的系统一直在努力满足这些需求,这导致在并行会话中隔离的用户组出现了引人注目的性能事件。与经典2D视频内容传输相比,缩放VR环境的核心差异来自于对通信的动态点对点空间依赖。用户有许多成对的交互,随着他们探索空间而增加和减少。在本文中,我们讨论了VR扩展的挑战,并提出了一种架构,该架构支持数百个用户在单个虚拟环境中使用空间音频和视频。我们利用空间局部性进行了两个关键优化:(1)服务质量(QoS)方案,根据用户的局部性对音频和视频流量进行优先级排序,以及(2)资源管理器,根据虚拟世界中的用户接近度在多个服务器上分配客户端连接。通过在真实和模拟环境下的实际部署和广泛评估,我们展示了我们平台的可扩展性,同时与现有方法相比显示了改进的QoS。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Scaling VR Video Conferencing
Virtual Reality (VR) telepresence platforms are being challenged to support live performances, sporting events, and conferences with thousands of users across seamless virtual worlds. Current systems have struggled to meet these demands which has led to high-profile performance events with groups of users isolated in parallel sessions. The core difference in scaling VR environments compared to classic 2D video content delivery comes from the dynamic peer-to-peer spatial dependence on communication. Users have many pair-wise interactions that grow and shrink as they explore spaces. In this paper, we discuss the challenges of VR scaling and present an architecture that supports hundreds of users with spatial audio and video in a single virtual environment. We leverage the property of spatial locality with two key optimizations: (1) a Quality of Service (QoS) scheme to prioritize audio and video traffic based on users' locality, and (2) a resource manager that allocates client connections across multiple servers based on user proximity within the virtual world. Through real-world deployments and extensive evaluations under real and simulated environments, we demonstrate the scalability of our platform while showing improved QoS compared with existing approaches.
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