Towards 6DoF virtual reality video streaming: status and challenges (bibtex)
@Article{vanderHooft2019, author = {van der Hooft, Jeroen and Torres Vega, Maria and Wauters, Tim and Ravuri, Hemanth Kumar and Timmerer, C. and Hellwagner, Hermann and De Turck, Filip}, journal = {IEEE COMSOC MMTC COMMUNICATIONS - FRONTIERS}, title = {{Towards 6DoF virtual reality video streaming: status and challenges}}, year = {2019}, month = sep, number = {5}, pages = {30--37}, volume = {14}, abstract = {In the last few years, delivery of immersive video with six degrees of freedom (6DoF) has become an important topic for content providers. Recent technological advancements have resulted in affordable head-mounted displays, allowing a broad range of users to enjoy Virtual Reality (VR) content. Service providers such as Facebook1and YouTube2were among the first to provide 360°video, using the principle of HTTP Adaptive Streaming (HAS) to deliver the content to the enduser. In HAS, the content is encoded using several quality representations, temporally segmented into chunks of one to ten seconds and stored on one or multiple servers within a content delivery network. Based on the perceived network conditions, the device characteristics, and the user's preferences, the client can then decide on the quality of each of these segments[1]. Having the ability to adapt the video quality, this approach actively avoids buffer starvation, and therefore results in smoother playback of the requested content and a higher Quality of Experience (QoE) for the end user[2]. The introduction of 360° video provides the user with three degrees of freedom to move within an immersive world, allowing changes in the yaw, roll, and pitch.In the last few years, multiple solutions have been proposed to efficiently deliver VR content through HAS, focusing, for instance, on foveas-and tile-based encoding, improved viewport prediction (i.e., prediction of the user’s head movement in the near future in order to buffer useful high-quality content), and application layer optimizations [3]. In these works, however, the location of the user remains fixed to the position of the camera within the scene. Recently, significant research efforts have been made to realize 6DoF for streamed video content, i.e., the user may experience three additional degrees of freedom by being able to change the viewing position in a video scene. These efforts are promising, but significant research contributions will be required in order to realize its full potential. In this paper, an overview of existing 6DoF solutions is presented, and key challenges and opportunities are highlighted.}, language = {{eng}}, url = {https://biblio.ugent.be/publication/8666820/file/8716606} }
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