962 research outputs found
Optimal Multi-Quality Multicast for 360 Virtual Reality Video
A 360 virtual reality (VR) video, recording a scene of interest in every
direction, provides VR users with immersive viewing experience. However,
transmission of a 360 VR video which is of a much larger size than a
traditional video to mobile users brings a heavy burden to a wireless network.
In this paper, we consider multi-quality multicast of a 360 VR video from a
single server to multiple users using time division multiple access (TDMA). To
improve transmission efficiency, tiling is adopted, and each tile is
pre-encoded into multiple representations with different qualities. We optimize
the quality level selection, transmission time allocation and transmission
power allocation to maximize the total utility of all users under the
transmission time and power allocation constraints as well as the quality
smoothness constraints for mixed-quality tiles. The problem is a challenging
mixed discrete-continuous opti-mization problem. We propose two low-complexity
algorithms to obtain two suboptimal solutions, using continuous relaxation and
DC programming, respectively. Finally, numerical results demonstrate the
advantage of the proposed solutions.Comment: 7 pages, 7 figures, to be published in IEEE GLOBECOM 201
Optimal Wireless Streaming of Multi-Quality 360 VR Video by Exploiting Natural, Relative Smoothness-enabled and Transcoding-enabled Multicast Opportunities
In this paper, we would like to investigate optimal wireless streaming of a
multi-quality tiled 360 virtual reality (VR) video from a server to multiple
users. To this end, we propose to maximally exploit potential multicast
opportunities by effectively utilizing characteristics of multi-quality tiled
360 VR videos and computation resources at the users' side. In particular, we
consider two requirements for quality variation in one field-of-view (FoV),
i.e., the absolute smoothness requirement and the relative smoothness
requirement, and two video playback modes, i.e., the direct-playback mode
(without user transcoding) and transcode-playback mode (with user transcoding).
Besides natural multicast opportunities, we introduce two new types of
multicast opportunities, namely, relative smoothness-enabled multicast
opportunities, which allow flexible tradeoff between viewing quality and
communications resource consumption, and transcoding-enabled multicast
opportunities, which allow flexible tradeoff between computation and
communications resource consumptions. Then, we establish a novel mathematical
model that reflects the impacts of natural, relative smoothness-enabled and
transcoding-enabled multicast opportunities on the average transmission energy
and transcoding energy. Based on this model, we optimize the transmission
resource allocation, playback quality level selection and transmission quality
level selection to minimize the energy consumption in the four cases with
different requirements for quality variation and video playback modes. By
comparing the optimal values in the four cases, we prove that the energy
consumption reduces when more multicast opportunities can be utilized. Finally,
numerical results show substantial gains of the proposed solutions over
existing schemes, and demonstrate the importance of effective exploitation of
the three types of multicast opportunities.Comment: 14 pages, 5 figures, major revision, IEEE Transations on Multimedia.
arXiv admin note: substantial text overlap with arXiv:2001.0190
Optimal Multicast of Tiled 360 VR Video in OFDMA Systems
In this letter, we study optimal multicast of tiled 360 virtual reality (VR)
video from one server (base station or access point) to multiple users in an
orthogonal frequency division multiple access (OFDMA) system. For given video
quality, we optimize the subcarrier, transmission power and transmission rate
allocation to minimize the total transmission power. For given transmission
power budget, we optimize the subcarrier, transmission power and transmission
rate allocation to maximize the received video quality. These two optimization
problems are non-convex problems. We obtain a globally optimal closed-form
solution and a near optimal solution of the two problems, separately, both
revealing important design insights for multicast of tiled 360 VR video in
OFDMA systems.Comment: 4 pages, 3 figures, to be published in IEEE Communications Letters.
arXiv admin note: text overlap with arXiv:1809.0876
Optimal Multicast of Tiled 360 VR Video
In this letter, we study optimal multicast of tiled 360 virtual reality (VR)
video from one server (base station or access point) to multiple users. We
consider random viewing directions and random channel conditions, and adopt
time division multiple access (TDMA). For given video quality, we optimize the
transmission time and power allocation to minimize the average transmission
energy. For given transmission energy budget, we optimize the transmission time
and power allocation as well as the encoding rate of each tile to maximize the
received video quality. These two optimization problems are challenging
non-convex problems. We obtain globally optimal closed-form solutions of the
two non-convex problems, which reveal important design insights for multicast
of tiled 360 VR video. Finally, numerical results demonstrate the advantage of
the proposed solutions.Comment: 4 pages, 3 figures, to be published in IEEE Wireless Communications
Letter
Taming the latency in multi-user VR 360: A QoE-aware deep learning-aided multicast framework
Immersive virtual reality (VR) applications require ultra-high data rate and
low-latency for smooth operation. Hence in this paper, aiming to improve VR
experience in multi-user VR wireless video streaming, a deep-learning aided
scheme for maximizing the quality of the delivered video chunks with
low-latency is proposed. Therein the correlations in the predicted field of
view (FoV) and locations of viewers watching 360 HD VR videos are
capitalized on to realize a proactive FoV-centric millimeter wave (mmWave)
physical-layer multicast transmission. The problem is cast as a frame quality
maximization problem subject to tight latency constraints and network
stability. The problem is then decoupled into an HD frame request admission and
scheduling subproblems and a matching theory game is formulated to solve the
scheduling subproblem by associating requests from clusters of users to mmWave
small cell base stations (SBSs) for their unicast/multicast transmission.
Furthermore, for realistic modeling and simulation purposes, a real VR
head-tracking dataset and a deep recurrent neural network (DRNN) based on gated
recurrent units (GRUs) are leveraged. Extensive simulation results show how the
content-reuse for clusters of users with highly overlapping FoVs brought in by
multicasting reduces the VR frame delay in 12\%. This reduction is further
boosted by proactiveness that cuts by half the average delays of both reactive
unicast and multicast baselines while preserving HD delivery rates above 98\%.
Finally, enforcing tight latency bounds shortens the delay-tail as evinced by
13\% lower delays in the 99th percentile.Comment: Accepted for publication in IEEE Transactions on Communications 17
pages, 10 Figure
Learning-based Prediction, Rendering and Association Optimization for MEC-enabled Wireless Virtual Reality (VR) Network
Wireless-connected Virtual Reality (VR) provides immersive experience for VR
users from any-where at anytime. However, providing wireless VR users with
seamless connectivity and real-time VR video with high quality is challenging
due to its requirements in high Quality of Experience (QoE) and low VR
interaction latency under limited computation capability of VR device. To
address these issues,we propose a MEC-enabled wireless VR network, where the
field of view (FoV) of each VR user can be real-time predicted using Recurrent
Neural Network (RNN), and the rendering of VR content is moved from VR device
to MEC server with rendering model migration capability. Taking into account
the geographical and FoV request correlation, we propose centralized and
distributed decoupled Deep Reinforcement Learning (DRL) strategies to maximize
the long-term QoE of VR users under the VR interaction latency constraint.
Simulation results show that our proposed MEC rendering schemes and DRL
algorithms substantially improve the long-term QoE of VR users and reduce the
VR interaction latency compared to rendering at VR device
QoE Driven VR 360 Video Massive MIMO Transmission
Massive multiple-input and multiple-output (MIMO) enables ultra-high
throughput and low latency for tile-based adaptive virtual reality (VR) 360
video transmission in wireless network. In this paper, we consider a massive
MIMO system where multiple users in a single-cell theater watch an identical VR
360 video. Based on tile prediction, base station (BS) deliveries the tiles in
predicted field of view (FoV) to users. By introducing practical supplementary
transmission for missing tiles and unacceptable VR sickness, we propose the
first stable transmission scheme for VR video. we formulate an integer
non-linear programming (INLP) problem to maximize users' average quality of
experience (QoE) score. Moreover, we derive the achievable spectral efficiency
(SE) expression of predictive tile groups and the approximately achievable SE
expression of missing tile groups, respectively. Analytically, the overall
throughput is related to the number of tile groups and the length of pilot
sequences. By exploiting the relationship between the structure of viewport
tiles and SE expression, we propose a multi-lattice multi-stream grouping
method aimed at improving the overall throughput for VR video transmission.
Moreover, we analyze the relationship between QoE objective and number of
predictive tile. We transform the original INLP problem into an integer linear
programming problem by setting the predictive tiles groups as some constants.
With variable relaxation and recovery, we obtain the optimal average QoE.
Extensive simulation results validate that the proposed algorithm effectively
improves QoE.Comment: Acceptede by IEEE transactions on wireless communication
Optimal Transmission of Multi-Quality Tiled 360 VR Video in MIMO-OFDMA Systems
In this paper, we study the optimal transmission of a multi-quality tiled 360
virtual reality (VR) video from a multi-antenna server (e.g., access point or
base station) to multiple single-antenna users in a multiple-input
multiple-output (MIMO)-orthogonal frequency division multiple access (OFDMA)
system. We minimize the total transmission power with respect to the subcarrier
allocation constraints, rate allocation constraints, and successful
transmission constraints, by optimizing the beamforming vector and subcarrier,
transmission power and rate allocation. The formulated resource allocation
problem is a challenging mixed discrete-continuous optimization problem. We
obtain an asymptotically optimal solution in the case of a large antenna array,
and a suboptimal solution in the general case. As far as we know, this is the
first work providing optimization-based design for 360 VR video transmission in
MIMO-OFDMA systems. Finally, by numerical results, we show that the proposed
solutions achieve significant improvement in performance compared to the
existing solutions.Comment: 6 pages, 4 figures, to appear in IEEE ICC 202
Optimal Multi-View Video Transmission in Multiuser Wireless Networks by Exploiting Natural and View Synthesis-Enabled Multicast Opportunities
Multi-view videos (MVVs) provide immersive viewing experience, at the cost of
traffic load increase for wireless networks. In this paper, we would like to
optimize MVV transmission in a multiuser wireless network by exploiting both
natural multicast opportunities and view synthesis-enabled multicast
opportunities. Specifically, we first establish a mathematical model to specify
view synthesis at the server and each user, and characterize its impact on
multicast opportunities. This model is highly nontrivial and fundamentally
enables the optimization of view synthesis-based multicast opportunities. For
given video quality requirements of all users, we consider the optimization of
view selection, transmission time and power allocation to minimize the average
weighted sum energy consumption for view transmission and synthesis. In
addition, under the energy consumption constraints at the server and each user
respectively, we consider the optimization of view selection, transmission time
and power allocation and video quality selection to maximize the total utility.
These two optimization problems are challenging mixed discrete-continuous
optimization problems. For the first problem, we propose an algorithm to obtain
an optimal solution with reduced computational complexity by exploiting
optimality properties. For each problem, to reduce computational complexity, we
also propose a low-complexity algorithm to obtain a suboptimal solution, using
Difference of Convex (DC) programming. Finally, numerical results show the
advantage of the proposed solutions over existing ones, and demonstrate the
importance of the optimization of view synthesis-enabled multicast
opportunities in MVV transmission.Comment: to be appear in IEEE Transactions on Communications. arXiv admin
note: text overlap with arXiv:1808.0511
Optimal User-Cell Association for 360 Video Streaming over Dense Wireless Networks
Delivering 360 degree video streaming for virtual and augmented reality
presents many technical challenges especially in bandwidth starved wireless
environments. Recently, a so-called two-tier approach has been proposed which
delivers a basic-tier chunk and select enhancement-tier chunks to improve user
experience while reducing network resources consumption. The video chunks are
to be transmitted via unicast or multicast over an ultra-dense small cell
infrastructure with enough bandwidth where small cells store video chunks in
local caches. In this setup, user-cell association algorithms play a central
role to efficiently deliver video since users may only download video chunks
from the cell they are associated with. Motivated by this, we jointly formulate
the problem of user-cell association and video chunk multicasting/unicasting as
a mixed integer linear programming, prove its NP-hardness, and study the
optimal solution via the Branch-and-Bound method. We then propose two
polynomial-time, approximation algorithms and show via extensive simulations
that they are near-optimal in practice and improve user experience by 30%
compared to baseline user-cell association schemes.Comment: 12 page
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