使用 3D 引擎设计和实施在线直播流媒体系统

Aizierjiang Aiersilan
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摘要

随着对实时视频流的需求日益增长,对低延迟和高质量传输的需求也越来越大,特别是随着 5G 网络的出现。虽然 5G 提供了硬件层面的改进,但最大限度减少延迟的有效软件解决方案仍然至关重要。目前的方法,如多信道流,无法从根本上解决延迟问题,往往只能增加新信道,而无法优化整体性能。本文提出了一种使用三维引擎(如 Unity 3D)的新方法,通过单通道流式传输多输入视频数据,同时减少延迟。利用三维引擎的功能(如世界/屏幕空间摄像头、3D 画布和网络摄像头纹理),该系统将来自多个外部摄像头的视频流整合为统一的低延迟输出。本论文的附属项目演示了低延迟多通道实时视频流系统的实施。它采用了 RTSPprotocol 并研究了视频编码技术以及基于 Unity 3D 的客户端应用程序。系统架构包括用于持久连接的 WebSockets 服务器、用于通信的 HTTP 服务器、用于存储的 MySQL 数据库、用于缓存的 Redis 和用于负载平衡的 Nginx。每个模块都独立运行,确保了系统设计的灵活性和可扩展性。该系统的一项关键创新是使用三维场景将多个视频输入映射到一个虚拟画布上,并由发动机内的摄像机进行记录和传输。这种设计最大限度地减少了冗余数据,实现了高效的、由导演引导的直播流媒体网络。论文最后讨论了项目过程中遇到的挑战,并为今后的改进提供了解决方案。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Design and Implementation of Online Live Streaming System Using A 3D Engine
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.
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