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Evaluation and Reduction of Temporal Issues in Remote VR
Blekinge Institute of Technology, Faculty of Computing, Department of Computer Science.ORCID iD: 0000-0002-0536-7165
2023 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The aim of this thesis is to study and advance knowledge and technologies surrounding remote rendering of Virtual Reality (VR). In particular regarding temporal aspects such as latency and video stalling events. In remote rendering, rendered content is commonly streamed as video images in network packets from a server to a client. The main purpose is to be able to utilize the processing power available in stationary machines on thin clients that are otherwise limited by weight and size due to their mobility requirements. Achieving this process in real-time with excellent quality is not trivial in interactive VR due to the requirements on low latency and high visual fidelity. The dissertation brings to light the main challenges of the field as well as a set of new proposals and knowledge on the topic. 

As an introduction to the field, the dissertation begins with a study on 360-video streaming, which is a form of VR but less interactive. Moving on into real-time remote rendering, a commercial wireless VR adapter is studied and a method for monitoring its data traffic is proposed and implemented. The monitoring is able to provide a baseline in terms of video stalling events in a commercial remote-VR product. Moving on, a prototype remote renderer for VR is implemented using a proposed architecture, it is furthermore tested in various network conditions to determine under which conditions such remote rendering may be viable. Having constructed the remote renderer, a study is conducted that shows the effect of headset movements on the resulting video bitrate requirements in remote VR. Furthermore, a method that can reduce the codec image size in remote VR is proposed and its viability is tested with the prototype. Finally, two works are reported, in which human participants are involved, one for studying the subjective effects of video stalls in VR and one for studying the objective effects of hand-controller latency on aiming accuracy in VR.

Place, publisher, year, edition, pages
Karlskrona: Blekinge Tekniska Högskola , 2023. , p. 191
Series
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 4
Keywords [en]
Remote Rendering VR Network
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
URN: urn:nbn:se:bth-24388ISBN: 978-91-7295-453-3 (print)OAI: oai:DiVA.org:bth-24388DiVA, id: diva2:1744902
Public defence
2023-05-08, J1630, Valhallavägen 1, Karlskrona, 09:15 (English)
Opponent
Supervisors
Funder
Knowledge Foundation, 20170056Available from: 2023-03-21 Created: 2023-03-21 Last updated: 2025-09-30Bibliographically approved
List of papers
1. Coefficient of Throughput Variation as Indication of Playback Freezes in Streamed Omnidirectional Videos
Open this publication in new window or tab >>Coefficient of Throughput Variation as Indication of Playback Freezes in Streamed Omnidirectional Videos
2018 (English)In: 2018 28TH INTERNATIONAL TELECOMMUNICATION NETWORKS AND APPLICATIONS CONFERENCE (ITNAC), IEEE , 2018, p. 392-397Conference paper, Published paper (Refereed)
Abstract [en]

A large portion of today's network traffic consists of streamed video of large variety, such as films, television shows, live-streamed games and recently omnidirectional videos. A common way of delivering video is by using Dynamic Adaptive Streaming over HTTP (DASH), or recently with encrypted HTTPS. Encrypted video streams disable the use of Quality of Service (QoS) systems that rely on knowledge of application-dependent data, such as video resolution and bit-rate. This could make it difficult for a party providing bandwidth to efficiently allocate resources and estimate customer satisfaction. An application-independent way of measuring video stream quality could be of interest for such a party. In this paper, we investigate encrypted streaming of omni-directional video via YouTube to a smartphone in a Google Cardboard VR-headset. We monitored such sessions, delivered via both WiFi and mobile networks, at different times of day, implying different levels of congestion, and characterised the network traffic by using the Coefficient of Throughput Variation (CoTV) as statistic. We observe that this statistic shows to be able to indicate whether a stream is stable or unstable, in terms of potential video playback freezes, when the DASH delivery strategy is used.

Place, publisher, year, edition, pages
IEEE, 2018
Keywords
Virtual Reality, 360-videos, video streaming, Quality of Experience, video freezes, throughput statistics
National Category
Communication Systems Telecommunications
Identifiers
urn:nbn:se:bth-17728 (URN)10.1109/ATNAC.2018.8615312 (DOI)000459862300072 ()2-s2.0-85062191313 (Scopus ID)978-1-5386-7177-1 (ISBN)
Conference
28th International Telecommunication Networks and Applications Conference (ITNAC), Sydney, NOV 21-23
Available from: 2019-03-21 Created: 2019-03-21 Last updated: 2025-09-30Bibliographically approved
2. A Test-bed for Studies of Temporal Data Delivery Issues in a TPCAST Wireless Virtual Reality Set-up
Open this publication in new window or tab >>A Test-bed for Studies of Temporal Data Delivery Issues in a TPCAST Wireless Virtual Reality Set-up
2018 (English)In: 2018 28TH INTERNATIONAL TELECOMMUNICATION NETWORKS AND APPLICATIONS CONFERENCE (ITNAC), IEEE , 2018, p. 404-406Conference paper, Published paper (Refereed)
Abstract [en]

Virtual Reality (VR) is becoming increasingly popular, and wireless cable replacements unleash the user of VR Head Mounted Displays (HMD) from the rendering desktop computer. However, the price to pay for additional freedom of movement is a higher sensitivity of the wireless solution to temporal disturbances of both video frame and input traffic delivery, as compared to its wired counterpart. This paper reports on the development of a test-bed to be used for studying temporal delivery issues of both video frames and input traffic in a wireless VR environment, here using TPCAST with a HTC Vive headset. We provide a solution for monitoring and recording of traces of (1) video frame freezes as observed on the wireless VR headset, and (2) input traffic from the headset and hand controls to the rendering computer. So far, the test-bed illustrates the resilience of the underlying WirelesslID technology and TCP connections that carry the input traffic, and will be used in future studies of Quality of Experience (QoE) in wireless desktop VR.

Place, publisher, year, edition, pages
IEEE, 2018
Keywords
Virtual Reality, Quality of Experience, Video Freezes: Wireless, Head-Mounted Display, Monitoring, Recording: Tools
National Category
Communication Systems Telecommunications
Identifiers
urn:nbn:se:bth-17729 (URN)10.1109/ATNAC.2018.8615297 (DOI)000459862300074 ()2-s2.0-85062173499 (Scopus ID)978-1-5386-7177-1 (ISBN)
Conference
28th International Telecommunication Networks and Applications Conference (ITNAC),Sydney, NOV 21-23
Available from: 2019-03-21 Created: 2019-03-21 Last updated: 2025-09-30Bibliographically approved
3. Synchronous Remote Rendering for VR
Open this publication in new window or tab >>Synchronous Remote Rendering for VR
2021 (English)In: International Journal of Computer Games Technology, ISSN 1687-7047, E-ISSN 1687-7055, Vol. 2021, article id 6676644Article in journal (Refereed) Published
Abstract [en]

Remote rendering for VR is a technology that enables high-quality VR on low-powered devices. This is realized by offloading heavy computation and rendering to high-powered servers that stream VR as video to the clients. This article focuses on one specific issue in remote rendering when imperfect frame timing between client and server may cause recurring frame drops. We propose a system design that executes synchronously and eliminates the aforementioned problem. The design is presented, and an implementation is tested using various networks and hardware. The design cannot drop frames due to synchronization issues but may on the other hand stall if temporal disturbances occur, e.g., due to network delay spikes or loss. However, experiments confirm that such events can remain rare given an appropriate environment. For example, remote rendering on an intranet at 90 fps with a server located approximately 50 km away yielded just 0.002% stalled frames while rendering with extra latency corresponding to the duration of exactly one frame (11.1 ms at 90 fps). In a LAN without extra latency setting, i.e., with latency equal to locally rendered VR, 0.009% stalls were observed while using a wired Ethernet connection and 0.058% stalls when using 5 GHz wireless IEEE 802.11 ac. © 2021 Viktor Kelkkanen et al.

Place, publisher, year, edition, pages
Hindawi Limited, 2021
Keywords
Drops, IEEE Standards, Ethernet connections, High quality, IEEE 802.11s, Imperfect frames, Low-powered devices, Network delays, Remote rendering, Rendering (computer graphics)
National Category
Computer Sciences Communication Systems
Identifiers
urn:nbn:se:bth-22021 (URN)10.1155/2021/6676644 (DOI)000680193300001 ()2-s2.0-85112052314 (Scopus ID)
Note

open access

Available from: 2021-08-20 Created: 2021-08-20 Last updated: 2025-09-30Bibliographically approved
4. Bitrate Requirements of Non-Panoramic VR Remote Rendering
Open this publication in new window or tab >>Bitrate Requirements of Non-Panoramic VR Remote Rendering
2020 (English)In: MM 2020 - Proceedings of the 28th ACM International Conference on Multimedia, ACM Publications, 2020Conference paper, Published paper (Refereed)
Abstract [en]

This paper shows the impact of bitrate settings on objective quality measures when streaming non-panoramic remote-rendered Virtual Reality (VR) images. Non-panoramic here refers to the images that are rendered and sent across the network, they only cover the viewport of each eye, respectively.

To determine the required bitrate of remote rendering for VR, we use a server that renders a 3D-scene, encodes the resulting images using the NVENC H.264 codec and transmits them to the client across a network. The client decodes the images and displays them in the VR headset. Objective full-reference quality measures are taken by comparing the image before encoding on the server to the same image after it has been decoded on the client. By altering the average bitrate setting of the encoder, we obtain objective quality scores as functions of bitrates. Furthermore, we study the impact of headset rotation speeds, since this will also have a large effect on image quality.

We determine an upper and lower bitrate limit based on headset rotation speeds. The lower limit is based on a speed close to the average human peak head-movement speed, 360°s. The upper limit is based on maximal peaks of 1080°s. Depending on the expected rotation speeds of the specific application, we determine that a total of 20--38Mbps should be used at resolution 2160×1200@90,fps, and 22--42Mbps at 2560×1440@60,fps. The recommendations are given with the assumption that the image is split in two and streamed in parallel, since this is how the tested prototype operates.

Place, publisher, year, edition, pages
ACM Publications, 2020
Keywords
6-dof, game streaming, low-latency, remote rendering, ssim, vmaf
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-21380 (URN)10.1145/3394171.3413681 (DOI)000810735003076 ()978-1-4503-7988-5 (ISBN)
Conference
MM '20: The 28th ACM International Conference on Multimedia Seattle WA USA October, 2020
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2021-05-06 Created: 2021-05-06 Last updated: 2025-09-30Bibliographically approved
5. Remapping of hidden area mesh pixels for codec speed-up in remote VR
Open this publication in new window or tab >>Remapping of hidden area mesh pixels for codec speed-up in remote VR
2021 (English)In: 2021 13th International Conference on Quality of Multimedia Experience, QoMEX 2021, Institute of Electrical and Electronics Engineers (IEEE), 2021, p. 207-212, article id 9465408Conference paper, Published paper (Refereed)
Abstract [en]

Rendering VR-content generally requires large image resolutions. This is both due to the display being positioned close to the eyes of the user and to the super-sampling typically used in VR. Due to the requirements of low latency and large resolutions in VR, remote rendering can be difficult to support at sufficient speeds in this medium.In this paper, we propose a method that can reduce the required resolution of non-panoramic VR images from a codec perspective. Because VR images are viewed close-up from within a headset with specific lenses, there are regions of the images that will remain unseen by the user. This unseen area is referred to as the Hidden-Area Mesh (HAM) and makes up 19% of the screen on the HTC Vive VR headset as one example. By remapping the image in a specific manner, we can cut out the HAM, reduce the resolution by the size of the mesh and thus reduce the amount of data that needs to be processed by encoder and decoder. Results from a prototype remote renderer show that by using the proposed Hidden-Area Mesh Remapping (HAMR), an implementation-dependent speed-up of 10-13% in encoding, 17-18% in decoding and 7-11% in total can be achieved while the negative impact on objective image quality in terms of SSIM and VMAF remains small. © 2021 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2021
Keywords
Decoding, Image quality, Image resolution, Mesh generation, Multimedia systems, Rendering (computer graphics), Signal encoding
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-21381 (URN)10.1109/QoMEX51781.2021.9465408 (DOI)000694919800040 ()2-s2.0-85113890863 (Scopus ID)9781665435895 (ISBN)
Conference
2021 13th International Conference on Quality of Multimedia Experience (QoMEX),Virtual, Online, 13 June 2021 - 17 June 2021,
Funder
Knowledge Foundation, 20170056
Note

open access

Available from: 2021-05-06 Created: 2021-05-06 Last updated: 2025-09-30Bibliographically approved
6. QoE of Frame Stalls in Remote 6-DOF VR
Open this publication in new window or tab >>QoE of Frame Stalls in Remote 6-DOF VR
Show others...
2022 (English)In: International Conference on Quality of Multimedia Experience, QoMEX 2022, Institute of Electrical and Electronics Engineers (IEEE), 2022Conference paper, Published paper (Refereed)
Abstract [en]

Remotely rendered Virtual Reality (VR) typically has to rely upon less capable and less reliable communication channels as compared to locally rendered VR. Such communication channels pose the risk of impairing the VR experience with temporary disturbances in form of frame stalls that would not be present in local VR. However, it is not obvious to which extent the durations of temporary stalls affect the Quality of Experience (QoE) in interactive 6-degrees-of-freedom (DOF) VR, and neither to which extent present reprojection/warping techniques mitigate any adverse effects of such stalls on user perception.

In this paper, subjective experiments were conducted with N =29 users to quantify the relationship between QoE and single, isolated stall durations in interactive 6-DOF remote VR when stalls either freeze the frame in place, or when frames are reprojected by the VR driver. Results indicate that given a 90 fps headset and a simple task that requires moderate head-movement; (1) short, isolated stalls of up to 4 frames go unnoticed on average, no matter whether reprojection is used or not, (2) the number of perceived stalls when using reprojection is the same or lower than the reference (no stall) in the range 1-4 frame stalls, (3) reprojection entails significantly higher user ratings for stalls ranging from 8 frames and beyond, (4) the improvement of using reprojection over freezes in terms of making more stalling events imperceptible is highest in the range 8-16 frames. © 2022 IEEE.

Place, publisher, year, edition, pages
Institute of Electrical and Electronics Engineers (IEEE), 2022
Series
International Workshop on Quality of Multimedia Experience (QoMEX), ISSN 2372-7179, E-ISSN 2472-7814
Keywords
Communication channels (information theory), Quality of service, 4-frames, 6 degree of freedom, Adverse effect, Communications channels, Re-projection, Reliable communication, Subjective experiments, User perceptions, Virtual reality experiences, Warping techniques, Virtual reality
National Category
Computer Sciences
Identifiers
urn:nbn:se:bth-24016 (URN)10.1109/QoMEX55416.2022.9900899 (DOI)001308684500025 ()2-s2.0-85141692740 (Scopus ID)9781665487948 (ISBN)
Conference
14th International Conference on Quality of Multimedia Experience, QoMEX 2022, Lippstadt 5-7 September, 2022.
Available from: 2022-12-01 Created: 2022-12-01 Last updated: 2025-09-30Bibliographically approved
7. Hand-Controller Latency and Aiming Accuracy in 6-DOF VR
Open this publication in new window or tab >>Hand-Controller Latency and Aiming Accuracy in 6-DOF VR
2023 (English)In: Advances in Human-Computer Interaction, ISSN 1687-5893, E-ISSN 1687-5907, article id 1563506Article in journal (Refereed) Published
Abstract [en]

All virtual reality (VR) systems have some inherent hand-controller latency even when operated locally. In remotely rendered VR, additional latency may be added due to the remote transmission of data, commonly conducted through shared low-capacity channels. Increased latency will negatively affect the performance of the human VR operator, but the level of detriment depends on the given task. This work quantifies the relations between aiming accuracy and hand-controller latency, virtual target speed, and the predictability of the target motion. The tested context involves a target that changes direction multiple times while moving in straight lines. The main conclusions are, given the tested context, first, that the predictability of target motion becomes significantly more important as latency and target speed increase. A significant difference in accuracy is generally observed at latencies beyond approximately 130 ms and at target speeds beyond approximately 3.5 degrees/s. Second, latency starts to significantly impact accuracy at roughly 90 ms and approximately 3.5 degrees/s if the target motion cannot be predicted. If it can, the numbers are approximately 130 ms and 12.7 degrees/s. Finally, reaction times are on average 190-200 ms when the target motion changes to a new and unpredictable direction.

Place, publisher, year, edition, pages
Hindawi Publishing Corporation, 2023
Keywords
Tracking, Robot, Artificial intelligence
National Category
Computer Sciences
Research subject
Computer Science
Identifiers
urn:nbn:se:bth-24387 (URN)10.1155/2023/1563506 (DOI)001077344100001 ()2-s2.0-85174505323 (Scopus ID)
Funder
Knowledge Foundation, 20170056Knowledge Foundation, 20220068
Available from: 2023-03-21 Created: 2023-03-21 Last updated: 2025-09-30Bibliographically approved

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