Abstract

Wireless virtual reality (VR) is a promising direction for future VR systems that offloads heavy computation to a remote processing entity and wirelessly receives high-quality streams. WiGig and WiFi are representative solutions to implement wireless VR; however, they differ in communication bandwidth and reliability. Our testbed experiments show that the performance of WiGig and VR traffic generation strongly correlates with and consequently can be predicted from a user’s motion. Based on this observation, we develop a wireless VR system that exploits the benefits of both links by switching between them and controlling the VR frame encoding for latency regulation and image quality enhancement. The proposed system predicts the performance of the links and selects the one with a higher capacity in an opportunistic manner. It adjusts the encoding rate of the host based on the motion-aware prediction of the frame size and estimated latency of the selected link. By evaluating the testbed data, we demonstrate that the proposed system outperforms a WiGig-only system with a fixed encoding rate in terms of latency regulation and image quality.

Highlights

  • Virtual reality (VR) services let a user immerse in a virtual world by enabling the user to explore the virtual space, which is rendered as stereoscopic images, in the way he/she does in the real world, i.e., through head movements [1]

  • We propose a wireless VR solution to exploit the benefits of both WiGig and WiFi in a user-motion- and performance-aware manner for high-quality and reliable VR services, which is called the Motion-aware WiGig-WiFi Interplay system for Virtual Reality (MW2 IVR), on the hardware platform currently available in the market, i.e, with off-the-shelf WiGig and WiFi interface modules

  • We developed a wireless VR system that incorporated WiGig and WiFi links for latency regulation and image quality enhancement, which is called MW2 IVR

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Summary

Introduction

Virtual reality (VR) services let a user immerse in a virtual world by enabling the user to explore the virtual space, which is rendered as stereoscopic images, in the way he/she does in the real world, i.e., through head movements [1]. To satisfy the target transmission latency requirement while achieving high image quality, MW2 IVR predicts the upcoming frame size based on the relationship with the head speed, estimates the latency for the selected link, and adjusts the encoding rate of the host to bring the latency close to the target. The main contributions of our work are listed as follows: Design of the prediction scheme for the WiGig throughput and the VR frame size to be generated based on the motion awareness of a VR user, Design of the joint control mechanism of interface switching and encoding rate adjustment for enhanced VR frame quality and latency regulation, Experimental evaluation of the integrated wireless VR system to show the performance gain of the proposed design over various conventional approaches.

Related Work
System Model
Impact of User Motion on the Wireless Performance
Impact of User Motion on VR Traffic
MW2 IVR
Link Selection
Encoding Rate Adjustment
Evaluation Configuration
Frame Transmission Latency
Generated Frame Size
Conclusions
Full Text
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