86 research outputs found

    Machine Learning for Multimedia Communications

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    Machine learning is revolutionizing the way multimedia information is processed and transmitted to users. After intensive and powerful training, some impressive efficiency/accuracy improvements have been made all over the transmission pipeline. For example, the high model capacity of the learning-based architectures enables us to accurately model the image and video behavior such that tremendous compression gains can be achieved. Similarly, error concealment, streaming strategy or even user perception modeling have widely benefited from the recent learningoriented developments. However, learning-based algorithms often imply drastic changes to the way data are represented or consumed, meaning that the overall pipeline can be affected even though a subpart of it is optimized. In this paper, we review the recent major advances that have been proposed all across the transmission chain, and we discuss their potential impact and the research challenges that they raise

    Delivery of 360° videos in edge caching assisted wireless cellular networks

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    In recent years, 360° videos have become increasingly popular on commercial social platforms, and are a vital part of emerging Virtual Reality (VR) applications. However, the delivery of 360° videos requires significant bandwidth resources, which makes streaming of such data on mobile networks challenging. The bandwidth required for delivering 360° videos can be reduced by exploiting the fact that users are interested in viewing only a part of the video scene, the requested viewport. As different users may request different viewports, some parts of the 360° scenes may be more popular than others. 360° video delivery on mobile networks can be facilitated by caching popular content at edge servers, and delivering it from there to the users. However, existing edge caching schemes do not take full potential of the unequal popularity of different parts of a video, which renders them inefficient for caching 360° videos. Inspired by the above, in this thesis, we investigate how advanced 360° video coding tools, i.e., encoding into multiple quality layers and tiles, can be utilized to build more efficient wireless edge caching schemes for 360° videos. The above encoding allows the caching of only the parts of the 360° videos that are popular in high quality. To understand how edge caching schemes can benefit from 360° video coding, we compare the caching of 360° videos encoded into multiple quality layers and tiles with layer-agnostic and tile-agnostic schemes. To cope with the fact that the content popularity distribution may be unknown, we use machine learning techniques, for both Video on Demand (VoD), and live streaming scenarios. From our findings, it is clear that by taking into account the aforementioned 360° video characteristics leads to an increased performance in terms of the quality of the video delivered to the users, and the usage of the backhaul links

    Tile-based edge caching for 360° live video streaming

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    360° video is becoming an increasingly popular technology on commercial social platforms and vital part of emerging Virtual Reality/Augmented Reality (VR/AR) applications. However, the delivery of 360° video content in mobile networks is challenging because of its size. The encoding of 360° video into multiple quality layers and tiles and edge cache-assisted video delivery have been proposed as a remedy to the excess bandwidth requirements of 360° video delivery systems. Existing works using the above tools have shown promising performance for Video-on-Demand (VoD) 360° delivery, but they cannot be straightforwardly extended in a live-streaming setup. Motivated by the above, we study edge cache-assisted 360° live video streaming to increase the overall quality of the delivered 360° videos to users and reduce the service cost. We employ Long Short-Term Memory (LSTM) networks to forecast the evolution of the content requests and prefetch content to caches. To further enhance the delivered video quality, users located in the overlap of the coverage areas of multiple Small Base Stations (SBSs) are allowed to receive data from any of these SBSs. We evaluate and compare the performance of our algorithm with Least Frequently Used (LFU), Least Recently Used (LRU), and First In First Out (FIFO) algorithms. The results show the superiority of the proposed approach in terms of delivered video quality, cache-hit-ratio and backhaul link usage

    Machine Learning for Multimedia Communications

    Get PDF
    Machine learning is revolutionizing the way multimedia information is processed and transmitted to users. After intensive and powerful training, some impressive efficiency/accuracy improvements have been made all over the transmission pipeline. For example, the high model capacity of the learning-based architectures enables us to accurately model the image and video behavior such that tremendous compression gains can be achieved. Similarly, error concealment, streaming strategy or even user perception modeling have widely benefited from the recent learning-oriented developments. However, learning-based algorithms often imply drastic changes to the way data are represented or consumed, meaning that the overall pipeline can be affected even though a subpart of it is optimized. In this paper, we review the recent major advances that have been proposed all across the transmission chain, and we discuss their potential impact and the research challenges that they raise

    Low-latency Cloud-based Volumetric Video Streaming Using Head Motion Prediction

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    Volumetric video is an emerging key technology for immersive representation of 3D spaces and objects. Rendering volumetric video requires lots of computational power which is challenging especially for mobile devices. To mitigate this, we developed a streaming system that renders a 2D view from the volumetric video at a cloud server and streams a 2D video stream to the client. However, such network-based processing increases the motion-to-photon (M2P) latency due to the additional network and processing delays. In order to compensate the added latency, prediction of the future user pose is necessary. We developed a head motion prediction model and investigated its potential to reduce the M2P latency for different look-ahead times. Our results show that the presented model reduces the rendering errors caused by the M2P latency compared to a baseline system in which no prediction is performed.Comment: 7 pages, 4 figure

    ScanGAN360: a generative model of realistic scanpaths for 360 images

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    Understanding and modeling the dynamics of human gaze behavior in 360° environments is crucial for creating, improving, and developing emerging virtual reality applications. However, recruiting human observers and acquiring enough data to analyze their behavior when exploring virtual environments requires complex hardware and software setups, and can be time-consuming. Being able to generate virtual observers can help overcome this limitation, and thus stands as an open problem in this medium. Particularly, generative adversarial approaches could alleviate this challenge by generating a large number of scanpaths that reproduce human behavior when observing new scenes, essentially mimicking virtual observers. However, existing methods for scanpath generation do not adequately predict realistic scanpaths for 360° images. We present ScanGAN360, a new generative adversarial approach to address this problem. We propose a novel loss function based on dynamic time warping and tailor our network to the specifics of 360° images. The quality of our generated scanpaths outperforms competing approaches by a large margin, and is almost on par with the human baseline. ScanGAN360 allows fast simulation of large numbers of virtual observers, whose behavior mimics real users, enabling a better understanding of gaze behavior, facilitating experimentation, and aiding novel applications in virtual reality and beyond

    MANSY: Generalizing Neural Adaptive Immersive Video Streaming With Ensemble and Representation Learning

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    The popularity of immersive videos has prompted extensive research into neural adaptive tile-based streaming to optimize video transmission over networks with limited bandwidth. However, the diversity of users' viewing patterns and Quality of Experience (QoE) preferences has not been fully addressed yet by existing neural adaptive approaches for viewport prediction and bitrate selection. Their performance can significantly deteriorate when users' actual viewing patterns and QoE preferences differ considerably from those observed during the training phase, resulting in poor generalization. In this paper, we propose MANSY, a novel streaming system that embraces user diversity to improve generalization. Specifically, to accommodate users' diverse viewing patterns, we design a Transformer-based viewport prediction model with an efficient multi-viewport trajectory input output architecture based on implicit ensemble learning. Besides, we for the first time combine the advanced representation learning and deep reinforcement learning to train the bitrate selection model to maximize diverse QoE objectives, enabling the model to generalize across users with diverse preferences. Extensive experiments demonstrate that MANSY outperforms state-of-the-art approaches in viewport prediction accuracy and QoE improvement on both trained and unseen viewing patterns and QoE preferences, achieving better generalization.Comment: This work has been submitted to the IEEE Transactions on Mobile Computing for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessibl
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