Abstract

360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. Video consumers are more interested in the immersive experience instead of conventional broadband televisions. The visible area (known as user’s viewport) of the video is displayed through Head-Mounted Display (HMD) with a very high frame rate and high resolution. Delivering the whole 360-degree frames in ultra-high-resolution to the end-user significantly adds pressure to the service providers’ overall intention. This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display. It overviews different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video. Next, the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented. Furthermore, several 360-degree audio technologies and a wide range of immersive applications are consequently deliberated. Finally, some significant research challenges and implications in the immersive multimedia environment are presented and explained in detail.

Highlights

  • Virtual Reality (VR) has achieved great significance due to the advancements of computing and display technologies

  • Can strongly lower the viewing experience in viewport-based streaming compared to viewport-agnostic streaming. They can impact the quality of experience (QoE) of immersive applications and are still mainly overlooked when the compressed content is viewed by an Head-Mounted Display (HMD) [57]

  • Was conducted towards QoE of 360-degree video streaming that mainly focuses on the impact of stalling

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Summary

Introduction

Virtual Reality (VR) has achieved great significance due to the advancements of computing and display technologies. A multicast of virtual reality (MVR) [20] has been proposed in LTE networks by considering the adaptive streaming of VR content This algorithm divides the users by weight of tiles and finds the bitrate for each tile. VRCast in [21] was designed for cellular networks by supporting the multicast (e.g., LTE) It solves the complex live streaming issue, divides the 360-degree video into small tiles, maximizes the viewport’s quality, and ensures fairness between users. This paper presents and discusses key technologies related to support 360-degree video streaming to enable interactive and immersive experiences. The sophisticated streaming technologies for 360-degree video, including viewport-based, tile-based, and QoE enabled solutions, are presented and discussed in detail It describes how high-resolution content is transmitted to single or multiple users.

Content Acquisition and Stitching
Projection and Encoding
65 Directional Predictions
Transmission
Rendering and Displaying
Overview of Video Streaming
Adaptive 360-Degree Video Streaming
Viewport-Based Streaming
Tile-Based Streaming
Quality of Experience Enabled Streaming
Subjective Quality Assessment
Objective Quality Assessment
Method
Audio Technologies for 360-Degree Video
Standards
Applications of 360-Degree Video
Architectural Design
Construction Progress Monitoring
Medicine
Data Visualization
Sports and Entertainment
Education
Challenges and Implications
Findings
Discussion and Conclusions
Full Text
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