Abstract | ||
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In this paper we design and implement MEC-VR, a mobile VR system that uses a Mobile Edge Cloud (MEC) to deliver high quality VR content to today's mobile devices using 4G/LTE cellular networks. Our main contribution is in realizing a low latency control loop that streams VR scenes containing only the user's Field of View (FoV) and a latency-adaptive margin area around the FoV. This allows the clients to render locally at a high refresh rate to accommodate and compensate for the head movements before the next motion update arrives. Compared with prior approaches, our MEC-VR design requires no viewpoint prediction, supports dynamic and live VR content, and adapts to the real-world latency experienced in cellular networks between the MEC and mobile devices. We implement a prototype of MEC-VR and evaluate its performance on a MEC node connected to an LTE testbed. We demonstrate that MEC-VR can effectively stream live VR content up to 8K resolution over 4G/LTE networks and achieve more than 80% of bandwidth savings.
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Year | DOI | Venue |
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2019 | 10.1145/3304109.3306217 | MMSys '19: 10th ACM Multimedia Systems Conference
Amherst
Massachusetts
June, 2019 |
Keywords | Field | DocType |
Mobile VR, Remote Rendering, Motion-to-Update Latency, Mobile Edge Cloud, 360 Degree Video | Latency (engineering),Computer science,Testbed,Refresh rate,Real-time computing,Bandwidth (signal processing),Mobile device,Cellular network,Latency (engineering),Cloud computing | Conference |
ISBN | Citations | PageRank |
978-1-4503-6297-9 | 3 | 0.38 |
References | Authors | |
0 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Shu Shi | 1 | 204 | 16.62 |
Varun Gupta | 2 | 29 | 4.93 |
Michael Hwang | 3 | 4 | 1.07 |
Rittwik Jana | 4 | 786 | 80.35 |