360°虚拟现实视频与机器学习的视口预测

Johanna Vielhaben, H. Camalan, W. Samek, M. Wenzel
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引用次数: 7

摘要

目标。虚拟现实(VR)云游戏和360°视频流正在兴起。使用VR头显,观众可以通过转动头部来单独选择他们在头戴式显示器上看到的视角,从而产生置身于虚拟房间的错觉。在这项实验研究中,我们应用机器学习方法来预测未来的头部旋转(a)从之前的头部和眼睛运动,以及(b)从其他球形视频观众的统计数据。的方法。10名研究参与者每人观看3又1/3小时的球形视频片段,同时使用内置眼动仪的VR头显跟踪头部和眼睛的注视运动。机器学习模型在记录的头部和凝视轨迹上进行训练,以预测(a)头部方向的变化和(b)来自人口统计的视口。结果。我们组装了一个具有巨大刺激可变性的球形视频观众的头部和凝视轨迹数据集。我们从这些时间序列中提取统计特征,并表明支持向量机可以在长达一秒的时间范围内对未来头部运动的范围进行分类,并且精度很高。即使只有10个科目的人口统计数据也显示预测成功率高于偶然水平。两种方法使用头部运动都取得了相当大的预测成功,但使用凝视运动并没有以有意义的方式促进预测性能。即使是基本的机器学习模型也可以成功地预测头部运动及其相关方面,而对视觉内容却很幼稚。的意义。视口预测为优化VR渲染和传输开辟了多种途径。虽然观看者只能看到周围360°球体的一部分,但整个全景通常需要渲染和/或广播。原因在于传输延迟,必须考虑到这一点,以避免由于运动到光子延迟而引起的模拟器疾病。提前知道观众将要看的地方可能有助于提高VR内容的云渲染和视频流的效率,最终使VR体验更具吸引力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Viewport Forecasting in 360° Virtual Reality Videos with Machine Learning
Objective. Virtual reality (VR) cloud gaming and 360° video streaming are on the rise. With a VR headset, viewers can individually choose the perspective they see on the head-mounted display by turning their head, which creates the illusion of being in a virtual room. In this experimental study, we applied machine learning methods to anticipate future head rotations (a) from preceding head and eye motions, and (b) from the statistics of other spherical video viewers. Approach. Ten study participants watched each 3 1/3 hours of spherical video clips, while head and eye gaze motions were tracked, using a VR headset with a built-in eye tracker. Machine learning models were trained on the recorded head and gaze trajectories to predict (a) changes of head orientation and (b) the viewport from population statistics. Results. We assembled a dataset of head and gaze trajectories of spherical video viewers with great stimulus variability. We extracted statistical features from these time series and showed that a Support Vector Machine can classify the range of future head movements with a time horizon of up to one second with good accuracy. Even population statistics among only ten subjects show prediction success above chance level. %Both approaches resulted in a considerable amount of prediction success using head movements, but using gaze movement did not contribute to prediction performance in a meaningful way. Even basic machine learning models can successfully predict head movement and aspects thereof, while being naive to visual content. Significance. Viewport forecasting opens up various avenues to optimize VR rendering and transmission. While the viewer can see only a section of the surrounding 360° sphere, the entire panorama has typically to be rendered and/or broadcast. The reason is rooted in the transmission delay, which has to be taken into account in order to avoid simulator sickness due to motion-to-photon latencies. Knowing in advance, where the viewer is going to look at may help to make cloud rendering and video streaming of VR content more efficient and, ultimately, the VR experience more appealing.
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