360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review
Abstract
:1. Introduction
- (a)
- Discuss challenges faced by 360-degree video streaming;
- (b)
- Discuss existing approaches and techniques available for bandwidth reduction for 360-degree video;
- (c)
- Discuss existing network approaches in optimizing the streaming of 360-degree video;
- (d)
- Discuss existing Quality of Experience (QoE) measurement metrics of 360-degree video;
- (e)
- Discuss the future works to improve existing approaches.
2. Challenges Faced by 360-Degree Video Streaming
3. Available Techniques to Reduce the Bandwidth of the 360-Degree Video
3.1. Dynamic Adaptive HTTP Streaming (DASH) Framework
3.2. Tiling
3.2.1. ClusTile
3.2.2. PANO
3.2.3. MiniView Layout
3.2.4. Viewport Adaptive Streaming
3.2.5. Divide and Conquer
3.2.6. Multicast Virtual Reality (MVR)
3.2.7. Sidelink-Aided Multiquality Tiled
3.2.8. OpCASH
Source | Technique | Result | Limitation |
---|---|---|---|
[34] |
|
| A fixed tiling scheme requires tile selection algorithms. |
[12] |
|
| Improved adaption algorithms are required to predict head movement, as well as a new video encoding approach to do quality-differentiated encoding for high-resolution videos. |
[38] |
|
| Require a better tile weighting approach with data-driven probabilistic as well as an improved rate adaption algorithm. |
[37] |
| 72% bandwidth savings. | Improve performance with an adaptive rate allocation method for tile streaming based on available bandwidth. |
[35] |
| The same PSPNR was obtained with 41–46 percent reduced bandwidth consumption than [34]. | The 360JND model is based on the results of a survey in which the values of 360° video-specific characteristics were varied individually. |
[36] |
| Saved up to 16% encoded video size without much quality loss. | Fixed tiles, each miniview might well be encoded into segments individually, and the streaming client could request these segments as needed. |
[39] |
| Dai, Yue [39] formulated optimization problems based on the interaction between tile quality level selection, sidelink sender selection, and bandwidth allocation to optimize the overall utility of all users. | When the number of groups is increased from 10 to 50, the tile quality degrades because less bandwidth can be provided to each group as the number of groups grows. |
[40] |
| OpCASH obtained more than 95 percent VP coverage from cache after only 24 views of the video. When compared to a baseline that illustrates standard tile-based caching, OpCASH reduces data fetched from content servers by 85% and overall content delivery time by 74%. | Improve real-time tile encoding features on content servers by including tile quality selection in the ILP formulation and increasing the variable quality level tiles streaming in. Next, in a lab scenario, interact with many edge nodes using real-world user testing to achieve the biggest benefit at the edge layer. |
3.3. Viewport-Based Streaming
3.4. Machine Learning (ML)
3.5. Comparison between Techniques
4. Network Approaches to Optimize 360-Degree Video Streaming
4.1. 5G Network
4.2. 6G Network
4.3. Network Caching
4.4. Information-Centric Networking (ICN)
4.5. Mobile Edge Computing (MEC)
4.6. Comparison between Network Approaches
5. Quality of Experience (QoE) Assessment
5.1. Objective QoE Assessment
5.2. Subjective QoE Assessment
6. Discussion and Future Works
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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VR | Resolution | Equivalent TV Res. | Bandwidth | Latency (ms) |
---|---|---|---|---|
Early stage VR | 1K × 1K@visual field 2D_30fps_8bit_4K | 240P | 25 Mbps | 40 |
Entry level VR | 2K × 2K@visual field 2D_30fps_8bit_8K | SD | 100 Mbps | 30 |
Advanced VR | 4K × 4K@visual field 2D_60fps_10bit_12K | HD | 400 Mbps | 20 |
Extreme VR | 8K × 8K@visual field 3D_120fps_12bit_24K | 4K | 2.35 Gbps | 10 |
Step | Process |
---|---|
Stitching | Stitch videos collected by many cameras/an omnidirectional camera onto diverse planar models such as cubic and affine transformation models match up the various camera images, merging and distorting the views to a sphere’s surface [3]. For successful coding and transmission, the 360-degree sphere is projected to a 2D planar format such as Cubic Mapping Projection (CMP) and Equirectangular Projection (ERP). |
Encoding and segmentation | The video file is segmented into smaller parts of a few seconds in length by the origin server. Each section is encoded in numerous bitrate or quality level variants. |
Delivery | The encoded video segments are sent out to client devices over a content delivery network (CDN). |
Decoding, rendering and play | Decodes the streamed data. With adaptive bitrate streaming, it plays the video and automatically adjusts the quality of the picture according to the network condition/user’s views at the client device. |
Source | Viewport Prediction Scheme | Descriptions |
---|---|---|
[42] | Historical viewport movement | Prediction with Linear Regression (LR) and Ridge Regression (RR) using viewing data collected from 130 users. |
[43] | Cross-user similarity | Cross-Users Behaviors (named CUB360) based on k-NN and LR take into account both the user’s specific information and cross-user behavior information to forecast future viewports. |
[44] | Popularity-based model | Predict based on the popularity of the tiles where they are visited with a higher frequency at a certain time, might be due to the nature of the video like interesting content along with the evaluation of the rate-distortion curve for each tile. |
[45] | Popularity-based model | Similar to [44] and provide the popularity of each shown viewport (heatmap) and rate-distortion function for each tile-representation for the interested segments periodically to clients during each downloading. |
[46] | Content Analysis + Popularity | Sensor- and content-based predictive mechanisms, similar to [47] with linear regression (LR). When a transition due to insufficient bandwidth occurs, the tile popularity is solely used to determine the tile quality levels. |
[48] | k-Nearest Neighbors (k-NN) | Improve the accuracy of traditional linear regression (LR) with cross-users watching behaviors that take advantage of prior users’ data by identifying common scan paths and allocating a higher chance to future FoVs from those users. |
[47] | Deep content analysis | Concurrently leverage sensor characteristics (HMD orientations) and content-related information (image saliency maps and motion maps) with LSTM to predict the viewer fixation in the future. The estimated viewing probability for each equirectangular tile may then be used in the quality optimization based on probability. |
[49] | 3D-CNN (convolutional neural networks) | 3D-CNN to extract the Spatio-temporal features (saliency, motion, and FoV info) from the videos, has better performance than [47]. |
[50] | Content Analysis + Cross-user similarity | PARIMA, which is a hybrid of Passive Aggressive (PA) Regression and Auto-Regressive Integrated Moving Average (ARIMA) times series models to predict viewports based on users’ behavior and the YOLOv3 algorithm on the stitched image to recognize the objects and retrieve their bounding box coordinates in each frame. |
[51] | Content Analysis + Cross-user similarity | 2 dynamic viewport selection (DVS) which changes the streaming areas depending on content complexity and user head movements to assure viewport accessibility and non-delay visual views for virtual reality users. To achieve higher accuracy, DVS1 focuses on the adjusted prediction distance between two prediction mechanisms whereas DVS2 selects the tiles for the following segment based on the modified prediction difference between actual and predicted perspectives based on content complexity variations. |
Source | Technique | Scope |
---|---|---|
[11] |
| Motion detection and prediction. |
[52] |
| Reduce bandwidth requirement and Improve video quality. |
[53] |
| Improve Variable bitrate (VBR). |
[54] |
| Improve Adaptive VR Streaming. |
[42] |
| Viewpoint prediction and Bandwidth prediction. |
[55] |
| Viewpoint prediction and Bandwidth prediction. |
[56] |
| Improve constant bitrate (CBR). |
[58] |
| Viewpoint prediction and Optimal bitrate allocation. |
[59] |
| Viewpoint prediction and Rate adaptation. |
[60] |
| Reactive caching and Viewport prediction. |
Network Approach | Scope |
---|---|
5G network | Edge computing and Edge caching brings content and resources nearer to the client. |
6G network | AI-powered 6G service applications (AR, VR, XR, MR) reduce device battery consumption, computation capacity, and end-to-end latency. |
Network caching | Cache the VR content to optimize the bandwidth and latency. |
Information Centric Networking (ICN) | Content-centric, location-independent models enable retrieval of content over any network interfaces available. |
Mobile Edge Computing (MEC) | Reduce the intensive computing burden on VR devices. The MEC server assists the mobile VR device by processing some computational and rendering tasks and then delivering the task to the mobile device. |
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Wong, E.S.; Wahab, N.H.A.; Saeed, F.; Alharbi, N. 360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review. Appl. Sci. 2022, 12, 7581. https://doi.org/10.3390/app12157581
Wong ES, Wahab NHA, Saeed F, Alharbi N. 360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review. Applied Sciences. 2022; 12(15):7581. https://doi.org/10.3390/app12157581
Chicago/Turabian StyleWong, En Sing, Nur Haliza Abdul Wahab, Faisal Saeed, and Nouf Alharbi. 2022. "360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review" Applied Sciences 12, no. 15: 7581. https://doi.org/10.3390/app12157581
APA StyleWong, E. S., Wahab, N. H. A., Saeed, F., & Alharbi, N. (2022). 360-Degree Video Bandwidth Reduction: Technique and Approaches Comprehensive Review. Applied Sciences, 12(15), 7581. https://doi.org/10.3390/app12157581