2020
DOI: 10.1109/tmc.2019.2913364
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Furion: Engineering High-Quality Immersive Virtual Reality on Today's Mobile Devices

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Cited by 133 publications
(109 citation statements)
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“…4 shows the trade-off between the average end-to-end latency and the average PSNR of the spatial base layer. 2 It can be seen that the PSNR without error control (points marked with "1") is limited to about 26 dB because of the relatively high NALU loss ratio, whereas the combination of RAN retransmissions and network coding error correction (points marked with "2") is able to guarantee almost perfect reconstruction (note that 100 dB is the conventional value given by JSVM to error-free packet delivery). The figure also shows that multi connectivity, while not necessarily needed for high PSNR (which can be achieved even by a stand-alone mmWave network), can be very effective in reducing latency, especially in the presence of error control.…”
Section: B Resultsmentioning
confidence: 99%
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“…4 shows the trade-off between the average end-to-end latency and the average PSNR of the spatial base layer. 2 It can be seen that the PSNR without error control (points marked with "1") is limited to about 26 dB because of the relatively high NALU loss ratio, whereas the combination of RAN retransmissions and network coding error correction (points marked with "2") is able to guarantee almost perfect reconstruction (note that 100 dB is the conventional value given by JSVM to error-free packet delivery). The figure also shows that multi connectivity, while not necessarily needed for high PSNR (which can be achieved even by a stand-alone mmWave network), can be very effective in reducing latency, especially in the presence of error control.…”
Section: B Resultsmentioning
confidence: 99%
“…By 2019, 80% of the global Internet consumption will be video content, and 66% of it will be accessed from mobile devices [1]. Moreover, virtual reality applications are becoming more popular, requiring very high data rates, in the order of gigabits per second, and low latency, possibly below 10 ms [2]. Therefore, video and multimedia streaming will be an essential application of the next generation of wireless networks (5G) and of one of its key technological components: mmWave communications.…”
Section: Introductionmentioning
confidence: 99%
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“…In addition, current cloud-based VR applications leverage panoramic frames to create immersive experience [1,4]. The server sends a panoramic frame to the client, and then the client crops the panorama to generate the final frame for display.…”
Section: Computation Redundancy In Ic Appsmentioning
confidence: 99%
“…Obviously, providing short enough latency with such a distributed rendering system is a major challenge. One way to mask latency is to do speculative rendering and prefetching of content (e.g., [6,16]) but that approach can be prohibitively expensive from computational and/or network traffic point of view. Hence, the other major challenge is to curb the server-side computational load as well as bandwidth demand, while dealing with latency.…”
Section: Introductionmentioning
confidence: 99%