论文标题
评估瓷砖用户自适应实时点云流对VR远程通信的影响
Evaluating the Impact of Tiled User-Adaptive Real-Time Point Cloud Streaming on VR Remote Communication
论文作者
论文摘要
在专业和个人背景下,远程交流已迅速成为日常生活的一部分。但是,流行的视频会议应用程序在交流,沉浸和社会意义的质量方面存在限制。 VR远程通信应用程序提供了更大的共同存在感和远程用户之间情绪的相互感知。对这些应用程序的先前研究表明,与合成用户化身相比,现实的点云用户重建提供了更好的沉浸和通信。但是,光真逼真的点云需要每个框架的数据量大量,并且在带宽限制的网络上传输的挑战。最近的研究表明,通过基于用户自适应流的用户视口的位置和方向来优化带宽的使用,可以显着改善感知质量。在这项工作中,我们开发了一种实时VR通信应用程序,其适应引擎具有基于用户行为的用户自适应流式流媒体。该应用程序还支持传统的网络自适应流。这项工作的贡献是评估瓷砖用户自适应流对功能实时VR远程通信系统中通信,视觉质量,系统性能和任务完成质量的影响。我们对33位用户进行主观评估,以将不同的流媒体条件与颈部运动训练任务进行比较。作为基线,我们使用需要CA的未压缩流。 300Mbps和我们的解决方案以14Mbps的瓷砖自适应流具有相似的视觉质量。与更传统的网络自适应流相比,我们还证明了互动质量以及对系统性能和CPU消耗的改进质量以及对系统性能和CPU消耗的改进的统计学意义。
Remote communication has rapidly become a part of everyday life in both professional and personal contexts. However, popular video conferencing applications present limitations in terms of quality of communication, immersion and social meaning. VR remote communication applications offer a greater sense of co-presence and mutual sensing of emotions between remote users. Previous research on these applications has shown that realistic point cloud user reconstructions offer better immersion and communication as compared to synthetic user avatars. However, photorealistic point clouds require a large volume of data per frame and are challenging to transmit over bandwidth-limited networks. Recent research has demonstrated significant improvements to perceived quality by optimizing the usage of bandwidth based on the position and orientation of the user's viewport with user-adaptive streaming. In this work, we developed a real-time VR communication application with an adaptation engine that features tiled user-adaptive streaming based on user behaviour. The application also supports traditional network adaptive streaming. The contribution of this work is to evaluate the impact of tiled user-adaptive streaming on quality of communication, visual quality, system performance and task completion in a functional live VR remote communication system. We perform a subjective evaluation with 33 users to compare the different streaming conditions with a neck exercise training task. As a baseline, we use uncompressed streaming requiring ca. 300Mbps and our solution achieves similar visual quality with tiled adaptive streaming at 14Mbps. We also demonstrate statistically significant gains to the quality of interaction and improvements to system performance and CPU consumption with tiled adaptive streaming as compared to the more traditional network adaptive streaming.