TY - JOUR
T1 - A survey on 360-degree video
T2 - Coding, quality of experience and streaming
AU - Chiariotti, Federico
N1 - Funding Information:
This work was partly supported by the IntellIoT project, which received funding from the European Union's Horizon 2020 research and innovation program under grant agreement No. 957218.
Funding Information:
This work was partly supported by the IntellIoT project, which received funding from the European Union’s Horizon 2020 research and innovation program under grant agreement No. 957218 .
Publisher Copyright:
© 2021
PY - 2021/9/1
Y1 - 2021/9/1
N2 - The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.
AB - The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.
KW - Quality of Experience
KW - Video streaming
KW - Virtual Reality
UR - http://www.scopus.com/inward/record.url?scp=85110069007&partnerID=8YFLogxK
U2 - 10.1016/j.comcom.2021.06.029
DO - 10.1016/j.comcom.2021.06.029
M3 - Review article
AN - SCOPUS:85110069007
SN - 0140-3664
VL - 177
SP - 133
EP - 155
JO - Computer Communications
JF - Computer Communications
ER -