Joint Ra Rate and FoV adaptation in immer immersiv sive e video ideo str treaming eaming
Dongbiao He, Cedric Westphal, J.J. Garcia-Luna-Aceves
Joint Ra Rate and FoV adaptation in immer immersiv sive e video - - PowerPoint PPT Presentation
Joint Ra Rate and FoV adaptation in immer immersiv sive e video ideo str treaming eaming Dongbiao He , Cedric Westphal, J.J. Garcia-Luna-Aceves 360 video costs more network resources than regular video The file size are typically
Joint Ra Rate and FoV adaptation in immer immersiv sive e video ideo str treaming eaming
Dongbiao He, Cedric Westphal, J.J. Garcia-Luna-Aceves
360 video Content Video encoding Video Segmentation Rate adaptation Viewport adaptation
FOV on the displayHTTP GET for next segment Segment delivery Client side Server side
behaviors
Network Delay Measurement FOV Computation Data Rate Adapation TimeStamp Send Data
Client Server t0
q The user will request at time t0 a segment that will lasts ts1 seconds of playback time;
Client Server t0 tc
q This segment will be retrieved from the server after a network transmission completion time tc at t0 + tc .
Client Server t0 tc tb
q This segment will then be buffered into a playback buffer, and played back after a buffer delay tb
Client Server t0 tc tb ts1
q Finally, the segment will start playing at time t0 + tc + tb and conclude at time t0 +tc +tb +ts1
Client Server t0 tc tb ts1 ts2
q Then we need to prepare the next segment within the play time of the previous one
Client Server t0 tc tb ts1 ts2
next segment within the play time of the previous one intra-segment: No viewport deviation in each segment inter-segment: No video freeze between segments
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Question 1: How do we use the delay model for FoV computation?
!
ØDefine d as the FoV distance with a given time interval
"
(1)User moves shortly during a given time interval
(2)Only part of the view needed to be transmitted to the client side
100ms 250ms 500ms 750ms 1000ms 95% 0.147 0.433 3.012 3.093 3.107 90% 0.096 0.255 0.567 1.11 2.983 85% 0.073 0.19 0.401 0.645 0.956 [1] Xavier Corbillon, Francesca De Simone, and Gwendal Simon. 360-Degree Video Head Movement Dataset. In Proceedings of ACM Multimedia System (MMSys) 2017
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Question 2: How to use the relationship between the distance and delay?
lim
$→& ' ( = ∞
!" # = !% + ' ( ≤ * ' ≤ (×(* − !%)
No video freeze No Viewport deviation
intra-segment: No viewport deviation
inter-segment: No video freeze between two sequent segment
! ≤ #×(& − ())
100ms 250ms 500ms 750ms 1000ms 95% 0.147 0.433 3.012 3.093 3.107 90% 0.096 0.255 0.567 1.11 2.983 85% 0.073 0.19 0.401 0.645 0.956 Recall the head movement table and time interval table:
A mapping: Network delay → FoV distance
Accuracy Network delay FoV Distance
tiles with relative low resolution
Ø Based on the study of Navigation likelihood [ICC 2018]
sending rate? [The available link capacity varies]
!"#$ = !"#$()*×(1 − / 0 12342 5$6 7$"89) Smooth decrease
!"#$ = !"#$()*×(1 − / 0 12342 5$6 7$"89) !"#$ = !"#$()* + β Additive increase
!"#$ = !"#$()*×(1 − / 0 12342 5$6 7$"89) !"#$ = !"#$()* + β !"#$ = =
Set up
QoE metric
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200 400 600 800 1000 1200 1400 1600 10 20 30 40 50 60 70 80 90 100 Bitrate(kbps) Time Adaptable FOV Distance=1.0 Distance=1.35 Distance=1.50 Distance=3.14 380 400 420 440 460 480 500 520 540 560 AF D1 D1.35 D1.5 DF Average Bitrate(kb/s)
Ø High link capacity: Our solution achieves the average bitrate between sending distance 1.0 and 1.35
Achieve 94% bitrate with D1
ØLow link capacity: AF tends to sent full sphere to avoid viewport deviation
Ø High bandwidth will lead to less FoV deviation Ø Our solution could adjust to the different bandwidth for reducing the Fov deviation
Our solution have best performance in the tradeoff between Bitrate and FoV deviation
the viewport prediction
continuous playback with network latency ØAdvantage:
ØDisadvantage: