Virtual Reality Content Streaming: Viewport-Dependent ...Virtual Reality Content Streaming:...

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1 © Nokia 2016 Virtual Reality Content Streaming: Viewport-Dependent Projection and Tile-based Techniques IEEE International Conference on Image Processing (ICIP) 2017 Wednesday, September 20 Alireza Zare, Alireza Aminlou, Miska M. Hannuksela Nokia Technologies, Tampere, Finalnd

Transcript of Virtual Reality Content Streaming: Viewport-Dependent ...Virtual Reality Content Streaming:...

Page 1: Virtual Reality Content Streaming: Viewport-Dependent ...Virtual Reality Content Streaming: Viewport-Dependent Projection and Tile-based Techniques IEEE International Conference on

1 © Nokia 2016

Virtual Reality Content Streaming:

Viewport-Dependent Projection and Tile-based Techniques

IEEE International Conference on Image Processing (ICIP) 2017Wednesday, September 20

Alireza Zare, Alireza Aminlou, Miska M. Hannuksela

Nokia Technologies, Tampere, Finalnd

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• Head Mountain Displays (HMDs) requirements:

- High spatial and temporal fidelity contents

- Strict low-latency

• A limited part of content is displayed.

• Transmitting the entire 360° video sacrifices

- Network bandwidth

- decoder capability

• Delivering only the viewport

• But we need a full representation of the spherical video

Problem statement

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Transmitting the viewport at high quality and the non-viewport part at a lower quality

• Viewport-aware adaptation VR streaming techniques

- Viewport-dependent projection

- Tile-based technique

Solution

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Viewport-dependent projection

Rhombic Pyramid

Square Pyramid

Multi-resolution Cubemap

Truncated Square pyramid

Projecting/mapping 360° video onto multiple viewport representations

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Viewport-dependent projection

Rhombic Pyramid

Square Pyramid

Multi-resolution Cubemap

Truncated Square pyramid

Projecting/mapping 360° video onto multiple viewport representations

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In each viewport representation:

Viewport at higher quality

Non-viewport at lower quality.

Viewport-dependent projection

0-180 +180

… …

Pitch

Yaw

Selected viewport

representation

Standard

HEVC

decoder

Orientation feedback

Network

Input 360° content

Viewport-based

projection/mapping

Encoding and

packaging

Player and HMD

VR viewport-dependent unicast streaming system

truncated square pyramid (TSP)

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• Dividing 360° video to several tiles coded independently in varying quality

• Combining tiles with varying quality to generate a viewport representation

Tile-based streaming

VR tile-based unicast streaming system

Tile set

extractor Player and HMD

Selected tiles Standard

HEVC

decoderHEVC bitstreams with MCT at

multiple resolutions

Orientation

feedback

Tile

merging

Network

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• Defining a framework for fair comparison

- Projection/mapping

- Number and distribution of viewport representations

- FOV of viewport

- Switching delay

- Head motion model

• A fair quality assessment methodology

Systematic comparison of VR streaming techniques

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• Defining a framework for fair comparison of two techniques

- Projection/mapping

- Number and distribution of viewport representations

- FOV of viewport

- Switching delay

- Head motion speed

• Proposing a quality assessment methodology

Our contribution

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• Aligning two streaming techniques

• 12x4 tiling

• 3x2 tiles cover 90°x90° FOV

Streaming framework

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• Aligning two streaming techniques

• 12x4 tiling

• 3x2 tiles cover 90°x90° FOV

Streaming framework

Corresponding 90°x90° FOV viewport in TSP-based method

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• Aligning two streaming techniques

• 12x4 tiling

• 3x2 tiles cover 90°x90° FOV

• 12 viewport representations

along the equator

Streaming framework

Corresponding 90°x90° FOV viewport in TSP-based method

Blue marks: viewport center

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• measuring the quality of experience over a set of discrete qualityassessment view (QAV).

• Rendering a cubemap using the closest viewport representation

• To consider head motion: Separating viewport and non-viewport parts

Quality assessment methodology

Red marks: center of QAV

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• Standard HEVC encoder and decoder

• Joint Video Exploration Team (JVET) video

sequences and 360Lib tool

• The non-viewport tiles coded with +7 higher

QP

• Positive values in BD-Rate indicate that

TSP-based method outperforms

• Negative values in BD-PSNR indicate that TSP-based method

outperforms

Experimental results

Streaming bitrate comparison between

tile-based and TSP-based methods.

Viewport Non-viewport

Test sequences BD-Rate

(%)

BD-PSNR

(dB)

BD-Rate

(%)

BD-PSNR

(dB)AerialCity 0.68 0.12 -54.90 3.31DrivingInCity 4.78 -0.05 -66.60 3.77DrivingInCountry -2.07 0.16 -54.15 2.56PoleVault 5.52 -0.08 -60.02 3.52Harbor360 13.89 -0.44 -40.82 2.28KiteFlite360 19.07 -0.77 -27.22 1.65Skateboard_trick 3.59 -0.09 -16.86 0.63Train 12.20 -0.43 -14.65 0.83Average 7.21 -0.20 -41.90 2.32

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Experimental results

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Y-P

SN

R (

dB

)

Streaming bitrate (Kbps)

Viewport RD curve

Tile-based

TSP-based

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Y-P

SN

R (

dB

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Streaming bitrate (Kbps)

Non-viewport RD curve

Tile-based

TSP-based

• Considerable low storage requirement in tiling method• The ratio of 29% with 12 number of viewport representations

Viewport R-D curve, PoleVault test sequence Non-viewport R-D curve, PoleVault test sequence

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• Not adapted to the characteristics of the HMDs

• Significant encoding and storage overhead

• Extra pre-processing

Drawbacks of viewport-dependent projection

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A comparison was made between the two recently emerged viewport-adaptivestreaming techniques, tile-based and viewport-dependent projection.

A VR quality assessment method was proposed.

Slightly lower streaming performance in tile-based method

Achieving higher performance in tiling method by optimizing non-viewport

Much less preprocessing and encoding time in tiling method

More flexibility to adapt to the characteristics of HMDs in tiling method

Conclusion

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Thank you for your attention!