skip to main content
research-article
Open Access

Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality

Authors Info & Claims
Published:11 May 2021Publication History
Skip Abstract Section

Abstract

The availability of high bandwidth with low-latency communication in 5G mobile networks enables remote rendered real-time virtual reality (VR) applications. Remote rendering of VR graphics in a cloud removes the need for local personal computer for graphics rendering and augments weak graphics processing unit capacity of stand-alone VR headsets. However, to prevent the added network latency of remote rendering from ruining user experience, rendering a locally navigable viewport that is larger than the field of view of the HMD is necessary. The size of the viewport required depends on latency: Longer latency requires rendering a larger viewport and streaming more content. In this article, we aim to utilize multi-access edge computing to assist the backend cloud in such remote rendered interactive VR. Given the dependency between latency and amount and quality of the content streamed, our objective is to jointly optimize the tradeoff between average video quality and delivery latency. Formulating the problem as mixed integer nonlinear programming, we leverage the interpolation between client’s field of view frame size and overall latency to convert the problem to integer nonlinear programming model and then design efficient online algorithms to solve it. The results of our simulations supplemented by real-world user data reveal that enabling a desired balance between video quality and latency, our algorithm particularly achieves the improvements of on average about 22% and 12% in term of video delivery latency and 8% in term of video quality compared to respectively order-of-arrival, threshold-based, and random-location strategies.

References

  1. Yanan Bao, Huasen Wu, Tianxiao Zhang, Albara Ah Ramli, and Xin Liu. 2016. Shooting a moving target: Motion-prediction-based transmission for 360-degree videos. In Proceedings of the 2016 IEEE International Conference on Big Data. IEEE, 1161--1170.Google ScholarGoogle ScholarCross RefCross Ref
  2. Abdelhak Bentaleb, Ali C. Begen, and Roger Zimmermann. 2016. SDNDASH: Improving QoE of HTTP adaptive streaming using software defined networking. In Proceedings of the 2016 ACM Conference on Multimedia (MM’16). ACM, 1296--1305. Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. Abdelhak Bentaleb, Bayan Taani, Ali C. Begen, Christian Timmerer, and Roger Zimmermann. 2019. A survey on bitrate adaptation schemes for streaming media over HTTP. IEEE Commun. Surv. Tutor. 21, 1 (2019), 562--585.Google ScholarGoogle ScholarCross RefCross Ref
  4. BisectionMethod. 2019. Retrieved from https://en.wikipedia.org/wiki/Bisection_method.Google ScholarGoogle Scholar
  5. Kevin Boos, David Chu, and Eduardo Cuervo. 2016. FlashBack: Immersive virtual reality on mobile devices via rendering memoization. In Proceedings of the 14th Annual International Conference on Mobile Systems, Applications, and Services (MobiSys’16). ACM, New York, NY, 291--304. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Sharon Choy, Bernard Wong, Gwendal Simon, and Catherine Rosenberg. 2012. The brewing storm in cloud gaming: A measurement study on cloud to end-user latency. In Proceedings of the 11th Annual Workshop on Network and Systems Support for Games. IEEE Press, 2. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Sharon Choy, Bernard Wong, Gwendal Simon, and Catherine Rosenberg. 2014. A hybrid edge-cloud architecture for reducing on-demand gaming latency. Multimedia Syst. 20, 5 (2014), 503--519. Google ScholarGoogle ScholarDigital LibraryDigital Library
  8. G. Cofano, L. De Cicco, T. Zinner, A. Nguyen-Ngoc, P. Tran-Gia, and S. Mascolo. 2016. Design and experimental evaluation of network-assisted strategies for HTTP adaptive streaming. In Proceedings of the 7th ACM International Conference on Multimedia Systems (MMSys’16). ACM, 1--12. Google ScholarGoogle ScholarDigital LibraryDigital Library
  9. Xavier Corbillon, Francesca De Simone, and Gwendal Simon. 2017. 360-degreee video head movement dataset. In Proceedings of the 8th ACM on Multimedia Systems Conference (MMSys’17). ACM, 199--204. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Xavier Corbillon, Alisa Devlic, Gwendal Simon, and Jacob Chakareski. 2017. Optimal set of 360-degree videos for viewport-adaptive streaming. In Proceedings of the 2017 ACM on Multimedia Conference (MM’17). ACM, 943--951. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Mohammed S. Elbamby, Cristina Perfecto, Mehdi Bennis, and Klaus Doppler. 2018. Toward low-latency and ultra-reliable virtual reality. IEEE Netw. 32, 2 (2018), 78--84.Google ScholarGoogle ScholarCross RefCross Ref
  12. Melike Erol-Kantarci and Sukhmani Sukhmani. 2018. Caching and computing at the edge for mobile augmented reality and virtual reality (AR/VR) in 5G. In Ad Hoc Networks. Springer, 169--177.Google ScholarGoogle Scholar
  13. Yun Chao Hu, Milan Patel, Dario Sabella, Nurit Sprecher, and Valerie Young. 2015. Mobile edge computing—A key technology towards 5G. ETSI White Paper 11, 11 (2015), 1--16.Google ScholarGoogle Scholar
  14. T-Yuan Huang, Ramesh Johari, Nick McKeown, Matthew Trunnell, and Mark Watson. 2014. A buffer-based approach to rate adaptation: Evidence from a large video streaming service. In Proceedings of the 2014 ACM Conference of the Special Interest Group on Data Communication (SIGCOMM’14). ACM, 187--198. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Teemu Kämäräinen, Matti Siekkinen, Jukka Eerikäinen, and Antti Ylä-Jääski. 2018. CloudVR: Cloud accelerated interactive mobile virtual reality. In Proceedings of the 26th ACM International Conference on Multimedia (MM’18). ACM, 1181--1189. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Jonathan Kua, Grenville Armitage, and Philip Branch. 2017. A survey of rate adaptation techniques for dynamic adaptive streaming over HTTP. IEEE Commun. Surv. Tutor. 19, 3 (2017), 1842--1866.Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Zeqi Lai, Y. Charlie Hu, Yong Cui, Linhui Sun, and Ningwei Dai. 2017. Furion: Engineering high-quality immersive virtual reality on today’s mobile devices. In Proceedings of the 23rd International Conference on Mobile Computing and Networking (MobiCom’17). ACM. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Zhu Li, Shuai Zhao, Deep Medhi, and Imed Bouazizi. 2016. Wireless video traffic bottleneck coordination with a DASH SAND framework. In Proceedings of the IEEE Visual Communications and Image Processing. IEEE Press, 1--4.Google ScholarGoogle ScholarCross RefCross Ref
  19. LTEThroughput. 2009. Retrieved from http://www.etsi.org/deliver/etsi_tr/136900_136999/136942/08.02.00_60/tr_136942v080200p.pdf.Google ScholarGoogle Scholar
  20. Abbas Mehrabi, Matti Siekkinen, Gazi Illahi, and Antti Ylä-Jääski. 2019. D2D-enabled collaborative edge caching and processing with adaptive mobile video streaming. In Proceedings of the 20th IEEE International Symposium on a World of Wireless, Mobile and Multimedia Networks. IEEE Press, 1--10.Google ScholarGoogle ScholarCross RefCross Ref
  21. Abbas Mehrabi, Matti Siekkinen, and Antti Ylä-Jääski. 2018. QoE-traffic optimization through collaborative edge caching in adaptive mobile video streaming. IEEE Access 6 (2018), 52261--52276.Google ScholarGoogle ScholarCross RefCross Ref
  22. Abbas Mehrabi, Matti Siekkinen, and Antti Ylä-Jääski. 2019. Edge computing assisted adaptive mobile video streaming. IEEE Trans. Mobile Comput. 18, 4 (2019), 787--800. Google ScholarGoogle ScholarDigital LibraryDigital Library
  23. OculusRift-Blog.com. [n.d.]. John Carmack’s Delivers Some Home Truths On Latency. Retrieved from http://oculusrift-blog.com/john-carmacks-message-of-latency/.Google ScholarGoogle Scholar
  24. Stefano Petrangeli, Jeroen Famaey, Maxim Claeys, Steven Latre, and Filip De Turk. 2015. QoE driven rate adaptation heuristic for fair adaptive video streaming. ACM Trans. Multimedia Comput. Commun. Appl. 12, 2 (2015), 1--15. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Stefano Petrangeli, Jeroen Van Der Hooft, Tim Wauters, and Filip De Turck. 2018. Quality of experience-centric management of adaptive video streaming services: Status and challenges. ACM Trans. Multimedia Comput. Commun. Appl. 14, 2 (2018), 1--29. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Feng Qian, Lusheng Ji, Bo Han, and Vijay Gopalakrishnan. 2016. Optimizing 360 video delivery over cellular networks. In Proceedings of the 5th Workshop on All Things Cellular (ATC’16). ACM, 1--6. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Michael Seufert, Sebastian Egger, Martin Slanina, Thomas Zinner, Tobias Hossfeld, and Phuoc Tran-Gia. 2015. A survey on quality of experience of HTTP adaptive streaming. IEEE Commun. Surv. Tutor. 17, 1 (2015), 469--492.Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Shu Shi, Varun Gupta, Michael Hwang, and Rittwik Jana. 2019. Mobile VR on edge cloud: A latency-driven design. In Proceedings of the 10th ACM Multimedia Systems Conference. ACM, 222--231. Google ScholarGoogle ScholarDigital LibraryDigital Library
  29. Shu Shi, Varun Gupta, and Rittwik Jana. 2019. Freedom: Fast recovery enhanced VR delivery over mobile networks. In Proceedings of the 17th Annual International Conference on Mobile Systems, Applications, and Services (MobiSys’19). ACM, 130--141. Google ScholarGoogle ScholarDigital LibraryDigital Library
  30. Shu Shi and Cheng-Hsin Hsu. 2015. A survey of interactive remote rendering systems. ACM Comput. Surv. 47, 4 (2015), 1--29. Google ScholarGoogle ScholarDigital LibraryDigital Library
  31. SimuLTE. 2015. Retrieved from http://simulte.com.Google ScholarGoogle Scholar
  32. Kevin Spiteri, Rahul Urgaonkar, and Ramesh K. Sitaraman. 2016. BOLA: Near-optimal adaptation for online videos. In Proceedings of the 35th Annual IEEE International Conference on Computer Communications (INFOCOM’16). IEEE, 1--9.Google ScholarGoogle Scholar
  33. Yi Sun, Xiaoqi Yin, Junchen Jiang, Vyas Sekar, Fuyuan Lin, Nanshu Wang, Tao Liu, and Bruno Sinopoli. 2016. CS2P: Improving video bitrate selection and adaptation with data-driven throughput prediction. In Proceedings of the 2016 ACM Conference on SIGCOMM (SIGCOMM’16). ACM, 272--285. Google ScholarGoogle ScholarDigital LibraryDigital Library
  34. Tuyen X. Tran and Dario Pompili. 2019. Adaptive bitrate video caching and processing in mobile-edge computing networks. IEEE Trans. Mobile Comput. 18, 9 (2019), 1965--1978.Google ScholarGoogle ScholarDigital LibraryDigital Library
  35. Cong Wang, Amr Rizk, and Michael Zink. 2016. SQUAD: A spectrum-based quality adaptation for dynamic adaptive streaming over HTTP. In Proceedings of the 7th ACM International Conference on Multimedia Systems (MMSys’16). 1--12. Google ScholarGoogle ScholarDigital LibraryDigital Library
  36. Desheng Wang, Yanrong Peng, Xiaoqiang Ma, Wenting Ding, Hongbo Jiang, Fei Chen, and Jiangchuan Liu. 2019. Adaptive wireless video streaming based on edge computing: Opportunities and approaches. IEEE Trans. Serv. Comput. 12, 5 (2019), 685--697.Google ScholarGoogle ScholarCross RefCross Ref
  37. Chenglei Wu, Zhihao Tan, Zhi Wang, and Shiqiang Yang. 2017. A dataset for exploring user behaviors in VR spherical video streaming. In Proceedings of the 8th ACM on Multimedia Systems Conference (MMSys’17). ACM, 193--198. Google ScholarGoogle ScholarDigital LibraryDigital Library
  38. Junfeng Xie, Renchao Xie, Tao Huang, Jiang Liu, and Yunjie Liu. 2017. Energy-efficient cache resource allocation and QoE optimization for HHTP adaptive bit rate streaming over cellular networks. In Proceedings of the IEEE International Conference on Communication (ICC’17). IEEE, 1--6.Google ScholarGoogle Scholar

Index Terms

  1. Multi-Tier CloudVR: Leveraging Edge Computing in Remote Rendered Virtual Reality

            Recommendations

            Comments

            Login options

            Check if you have access through your login credentials or your institution to get full access on this article.

            Sign in

            Full Access

            • Published in

              cover image ACM Transactions on Multimedia Computing, Communications, and Applications
              ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 17, Issue 2
              May 2021
              410 pages
              ISSN:1551-6857
              EISSN:1551-6865
              DOI:10.1145/3461621
              Issue’s Table of Contents

              Copyright © 2021 ACM

              Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

              Publisher

              Association for Computing Machinery

              New York, NY, United States

              Publication History

              • Published: 11 May 2021
              • Revised: 1 October 2020
              • Accepted: 1 October 2020
              • Received: 1 April 2020
              Published in tomm Volume 17, Issue 2

              Permissions

              Request permissions about this article.

              Request Permissions

              Check for updates

              Qualifiers

              • research-article
              • Research
              • Refereed

            PDF Format

            View or Download as a PDF file.

            PDF

            eReader

            View online with eReader.

            eReader

            HTML Format

            View this article in HTML Format .

            View HTML Format