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Proceedings ArticleDOI

Optimized frame structure for interactive light field streaming with cooperative caching

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TLDR
Efficient frame structures are designed in such a way that decoded images in caches of neighboring cooperative peers, connected together via a secondary network such as ad hoc WLAN for content sharing, can be reused to further decrease the server-to-client transmission rate.
Abstract
Light field is a large set of spatially correlated images of the same static scene captured using a 2D array of closely spaced cameras. Interactive light field streaming is the application where a client continuously requests successive light field images along a view trajectory of her choosing, and in response the server transmits appropriate data for the client to correctly reconstruct desired images. The technical challenge is how to encode captured light field images into a reasonably sized frame structure a priori (without knowing eventual clients' view trajectories), so that during streaming session, expected server transmission rate can be minimized, while satisfying client's view requests. In this paper, we design efficient frame structures, using I-frames, redundant P-frames and distributed source coding (DSC) frames as building blocks, to optimally trade off storage size of the frame structure with expected server transmission rate. The key novelty is to optimize structures in such a way that decoded images in caches of neighboring cooperative peers, connected together via a secondary network such as ad hoc WLAN for content sharing, can be reused to further decrease the server-to-client transmission rate. We formulate the structure design problem as a Lagrangian minimization, and propose fast heuristics to find near-optimal solutions. Experimental results show that the expected server streaming rate can be reduced by up to 83% compared to an I-frame-only structure, at less than twice the storage required.

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Citations
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A Cloudlet-Assisted Multiplayer Cloud Gaming System

TL;DR: This work proposes a cloudlet-assisted multiplayer cloud gaming system, in which the mobile devices are connected to the cloud server for real-time interactive game videos, while sharing the received video frames with their peers via an ad hoc cloudlet.
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Quality-of-Experience Optimization for a Cloud Gaming System With Ad Hoc Cloudlet Assistance

TL;DR: A cloudlet-assisted multiplayer cloud gaming system to encourage cooperative video sharing, which exploits the similarities of video frames among multiple players in the same crowd playing the same game via a secondary ad hoc network is proposed.
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Multiplayer cloud gaming system with cooperative video sharing

TL;DR: A cloud gaming system with cooperative video sharing, in which the cloud game server is able to efficiently encode and transmit multiple video streams to a group of players, while those players are able to decode their video in a cooperative manner by sharing contents via a secondary network such as ad hoc wireless local area network.
Proceedings ArticleDOI

Redundant frame structure using M-frame for interactive light field streaming

TL;DR: This paper proposes a new view interaction model that captures view navigation tendencies of typical users, and proposes an algorithm that greedily builds a redundant frame structure, minimizing a weighted sum of expected transmission cost and total storage size.
Proceedings ArticleDOI

Progressive communication for interactive light field image data streaming

TL;DR: Experimental results show that the proposed scheme can deliver synthesized images at high quality, even though only sparse sub-aperture images are used for synthesis, and achieves a significant reduction in accumulated rate when a sufficient number of images are transmitted.
References
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Proceedings ArticleDOI

Light field rendering

TL;DR: This paper describes a sampled representation for light fields that allows for both efficient creation and display of inward and outward looking views, and describes a compression system that is able to compress the light fields generated by more than a factor of 100:1 with very little loss of fidelity.
Journal ArticleDOI

ICAM: integrated cellular and ad hoc multicast

TL;DR: This paper proposes a localized greedy algorithm that discovers for each multicast receiver the proxy with the highest 3G downlink channel rate, and derives a polynomial-time 4-approximation algorithm for the construction of the multicast forest.
Proceedings ArticleDOI

Distributed source coding techniques for interactive multiview video streaming

TL;DR: Two DSC constructions that could achieve good transmission-storage trade-offs are proposed that compare favorably to existing tools, and could be valuable for interactive multiview streaming.
Journal ArticleDOI

Structured Network Coding and Cooperative Wireless Ad-Hoc Peer-to-Peer Repair for WWAN Video Broadcast

TL;DR: A network-coding-based cooperative repair framework for the ad-hoc peer group to improve broadcast video quality during channel losses by first imposing network coding structures globally, and then selecting the appropriate video streams and network coding types within the structures locally so that repair can be optimized for broadcast video in a rate-distortion manner.
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Experimental results show that the expected server streaming rate can be reduced by up to 83% compared to an I-frame-only structure, at less than twice the storage required.