About | Contact Us | Register | Login
ProceedingsSeriesJournalsSearchEAI
Communications and Networking. 14th EAI International Conference, ChinaCom 2019, Shanghai, China, November 29 – December 1, 2019, Proceedings, Part II

Research Article

A Practical Low Latency System for Cloud-Based VR Applications

Download(Requires a free EAI acccount)
2 downloads
Cite
BibTeX Plain Text
  • @INPROCEEDINGS{10.1007/978-3-030-41117-6_7,
        author={Shuangfei Tian and Mingyi Yang and Wei Zhang},
        title={A Practical Low Latency System for Cloud-Based VR Applications},
        proceedings={Communications and Networking. 14th EAI International Conference, ChinaCom 2019, Shanghai, China, November 29 -- December 1, 2019, Proceedings, Part II},
        proceedings_a={CHINACOM PART 2},
        year={2020},
        month={2},
        keywords={Cloud-based VR Cloud-to-end latency H.264 coding scheme Rate control},
        doi={10.1007/978-3-030-41117-6_7}
    }
    
  • Shuangfei Tian
    Mingyi Yang
    Wei Zhang
    Year: 2020
    A Practical Low Latency System for Cloud-Based VR Applications
    CHINACOM PART 2
    Springer
    DOI: 10.1007/978-3-030-41117-6_7
Shuangfei Tian1, Mingyi Yang1,*, Wei Zhang1
  • 1: State Key Laboratory of ISN
*Contact email: myyang_96@stu.xidian.edu.cn

Abstract

With the development of multimedia technologies, VR services have quickly gained popularity at an accelerating speed. To reduce the high cost of purchasing high-performance VR terminals for end users and to enhance the user experience, recently, the concept of cloud-based VR was proposed which brings the cloud computing technologies to VR services. On-cloud GPU clusters and multi-core servers are expected to be used for simplifying VR terminals at the users’ side. This idea, however, arises several challenges in deploying such cloud-based VR system for practical applications, among which the cloud-to-end latency is mainly concerned. In this paper, we designed a practical solution for bearing cloud-based VR applications. We aim at reducing the cloud-to-end latency to improve the experience of end users. In our system, a frame splitting technique was proposed to fulfill the goal. Specially designed algorithms including reference frame determination and rate control strategies were also included to limit the computational complexity and improve the coding efficiency while obtaining promising user experience. Experimental results showed that the proposed system can significantly reduce the cloud-to-end latency.

Keywords
Cloud-based VR Cloud-to-end latency H.264 coding scheme Rate control
Published
2020-02-27
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-41117-6_7
Copyright © 2019–2025 ICST
EBSCOProQuestDBLPDOAJPortico
EAI Logo

About EAI

  • Who We Are
  • Leadership
  • Research Areas
  • Partners
  • Media Center

Community

  • Membership
  • Conference
  • Recognition
  • Sponsor Us

Publish with EAI

  • Publishing
  • Journals
  • Proceedings
  • Books
  • EUDL