2023
DOI: 10.1109/tnse.2023.3234029
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Rendered Tile Reuse Scheme Based on FoV Prediction for MEC-Assisted Wireless VR Service

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Cited by 10 publications
(10 citation statements)
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“…3) Tiled Stream Approach: In tile-based streaming for VR video, the projected video in each frame is divided into tiles, as illustrated in Fig. 7 [90]. Each tile can be encoded, decoded, and rendered independently as separate video streams.…”
Section: B Streaming Approaches Of Vr Videosmentioning
confidence: 99%
See 2 more Smart Citations
“…3) Tiled Stream Approach: In tile-based streaming for VR video, the projected video in each frame is divided into tiles, as illustrated in Fig. 7 [90]. Each tile can be encoded, decoded, and rendered independently as separate video streams.…”
Section: B Streaming Approaches Of Vr Videosmentioning
confidence: 99%
“…The implementation of interactive real-time wireless VR applications with the low MTP delay and high QoE relies on fast rendering and transmission of mass data, which poses a huge challenge both to the computing power and transmission rate of existing mobile networks system [90], [129]- [132]. MEC brings the cloud computing facilities to the edge of networks through terminal, edge and fog computing infrastructure.…”
Section: A Multi-access Edge Computing (Mec)mentioning
confidence: 99%
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“…The deep reinforcement learning algorithm proposed by Zhang et al [21] studies the viewport prediction data rate requesting problems. The scheme proposed by Liu et al [22] reuses previously rendered tiles based on the prediction of the user's FoV, which leverages mobile edge computing to store and transmit the rendered tiles to the VR headset. The system presented by Jakob et al [23] uses millimeter-wave beamforming and exploits the spatial and temporal correlation of the user's head movement to predict the optimal beam direction and switch between beams quickly.…”
Section: Related Workmentioning
confidence: 99%
“…Each frame of VR video contains full view information, but the user can only see a small portion of the image within its FOV (field of view) when watching VR video, which means that there is a large amount of redundancy in each frame of VR image [11]. Ideally, only the valid image information within the user's FOV can be pushed based on the user's viewpoint information [12]. However, due to the limitations of network latency and bandwidth and the special nature of VR video viewing, this approach will lead to severe lag and image switching lag (switching images only when a new frame arrives) [13].…”
Section: Introductionmentioning
confidence: 99%