2021
DOI: 10.1145/3429441
|View full text |Cite
|
Sign up to set email alerts
|

Multi-Tier CloudVR

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… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
6
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
4
3
1

Relationship

0
8

Authors

Journals

citations
Cited by 35 publications
(6 citation statements)
references
References 35 publications
0
6
0
Order By: Relevance
“…However, optimizing XR performance by multi-tier computing can be complicated when there are a multitude of computing offloading and caching options to choose. The computing and caching resource coordination between the cloud server and edge servers is studied in [206] and [207]. Based on the information of a static network environment, e.g., transmission rate and XR computing demand, mixed integer nonlinear programming is investigated.…”
Section: A Extended Realitymentioning
confidence: 99%
“…However, optimizing XR performance by multi-tier computing can be complicated when there are a multitude of computing offloading and caching options to choose. The computing and caching resource coordination between the cloud server and edge servers is studied in [206] and [207]. Based on the information of a static network environment, e.g., transmission rate and XR computing demand, mixed integer nonlinear programming is investigated.…”
Section: A Extended Realitymentioning
confidence: 99%
“…However, this study cannot dynamically allocate the available bandwidth and computing resource, and the unified decision of all VR video stream quality by the edge makes it impossible for users to manually adjust the video quality they want. Some studies are oriented to the edge cloud video analysis scenario, and establish a mapping between computing resources and video analysis task accuracy, and jointly optimize video quality and edge computing cluster resource allocation under delay constraints to maximize the average task accuracy 20 . However, this study has some limitations in setting all computing tasks in edge computing cluster, and the model does not consider the difference between the priorities of different tasks and the fairness among multiple users.…”
Section: Related Workmentioning
confidence: 99%
“…Such a headset captures the user's head pose and input triggers through sensory devices, allowing real-time generation of synthetic scenes [1]. To create an interactive VR environment that fully immerses users, it is essential to provide a high-quality visual experience and seamless navigation within the virtual world [2]. Conventional VR systems achieve these requirements by utilizing high-end local computers with dedicated graphics cards that boast abundant GPU cores for rendering graphics.…”
Section: Introductionmentioning
confidence: 99%
“…Several recent studies have focused on the optimization of offloading decisions and radio resource allocation for VR offloading. The problem of allocating resources to balance the trade-off among communication, computing, and caching has been studied both under a fixed delay constraint [13] and with the objective of delay minimization [2], [14]. Lin et al [15] solved a similar problem of resource allocation optimization for minimization of the energy consumption of VR headsets.…”
Section: Introductionmentioning
confidence: 99%