RUN: A Case for Cross-Layer Networked Virtual Reality
PDF 由论文原始站点提供,PaperCompass 不保存论文文件。DOI 10.1145/3746027.3754800 ↗
摘要
Immersive virtual reality (VR) experiences require transmission and rendering of large-scale 3D content, often represented as point clouds or polygon meshes. Unfortunately, existing networked VR systems often fail to fully exploit the flexibility of VR data representations. To address this problem, we propose a cross-layer design that elevates a network data unit to a usable rendering unit for VR applications. Our aim is to bridge the gap between networks and applications in order to enhance visual quality, especially over constrained and variable networks. Our approach, Rendering Unit that is Network-aware (RUN), with two variants, RUN-Packet and RUN-Hybrid, includes mechanisms to effectively utilize network data units when encoding, transmitting, decoding, and rendering. Specifically, we develop additive detail refinement mechanisms and address streaming challenges such as head-of-line (HoL) blocking. We prototype our system in Unity 3D and evaluate it using synthetic network environments and real network traces. Our results with both static and dynamic point clouds demonstrate that RUN significantly reduces stalls and delivers smoother frame updates, enhancing visual quality.