On-the-Fly Edge Transcoding for Interactive VR

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Abstract

The recent rise of the Cloud Virtual Reality (VR) paradigm, in which VR frames are streamed from a remote server to the user's Head-Mounted Display (HMD), poses some interesting challenges from a networking perspective. VR flows are high-throughput and have strict latency requirements. In this paper, we analyze on-the-fly edge transcoding, which follows the opposite philosophy from the more common slicing approach: instead of adapting resource allocation to the content, we compress the frames to fit into the allocated bandwidth, guaranteeing limited latency. Our results show that this strategy is effective in maintaining low latency, but the picture quality is highly dependent on the computing power of the Base Station (BS).

OriginalsprogEngelsk
Titel20th IEEE Consumer Communications and Networking Conference, CCNC 2023
Antal sider4
ForlagIEEE (Institute of Electrical and Electronics Engineers)
Publikationsdato17 mar. 2023
Sider863-866
Artikelnummer10060308
ISBN (Trykt)978-1-6654-9735-0
ISBN (Elektronisk)9781665497343
DOI
StatusUdgivet - 17 mar. 2023
Begivenhed20th IEEE Consumer Communications and Networking Conference, CCNC 2023 - Las Vegas, USA
Varighed: 8 jan. 202311 jan. 2023

Konference

Konference20th IEEE Consumer Communications and Networking Conference, CCNC 2023
Land/OmrådeUSA
ByLas Vegas
Periode08/01/202311/01/2023
NavnProceedings - IEEE Consumer Communications and Networking Conference, CCNC
Vol/bind2023-January
ISSN2331-9860

Bibliografisk note

Publisher Copyright:
© 2023 IEEE.

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