Spherical Convolution empowered FoV Prediction in 360-degree Video Multicast with Limited FoV FeedbackJie Li, Ling Han, Cong Zhang et al.
Field of view (FoV) prediction is critical in 360-degree video multicast, which is a key component of the emerging Virtual Reality (VR) and Augmented Reality (AR) applications. Most of the current prediction methods combining saliency detection and FoV information neither take into account that the distortion of projected 360-degree videos can invalidate the weight sharing of traditional convolutional networks, nor do they adequately consider the difficulty of obtaining complete multi-user FoV information, which degrades the prediction performance. This paper proposes a spherical convolution-empowered FoV prediction method, which is a multi-source prediction framework combining salient features extracted from 360-degree video with limited FoV feedback information. A spherical convolution neural network (CNN) is used instead of a traditional two-dimensional CNN to eliminate the problem of weight sharing failure caused by video projection distortion. Specifically, salient spatial-temporal features are extracted through a spherical convolution-based saliency detection model, after which the limited feedback FoV information is represented as a time-series model based on a spherical convolution-empowered gated recurrent unit network. Finally, the extracted salient video features are combined to predict future user FoVs. The experimental results show that the performance of the proposed method is better than other prediction methods.
3.3MMJan 6, 2020
Joint Communication and Computational Resource Allocation for QoE-driven Point Cloud Video StreamingJie Li, Cong Zhang, Zhi Liu et al.
Point cloud video is the most popular representation of hologram, which is the medium to precedent natural content in VR/AR/MR and is expected to be the next generation video. Point cloud video system provides users immersive viewing experience with six degrees of freedom and has wide applications in many fields such as online education, entertainment. To further enhance these applications, point cloud video streaming is in critical demand. The inherent challenges lie in the large size by the necessity of recording the three-dimensional coordinates besides color information, and the associated high computation complexity of encoding. To this end, this paper proposes a communication and computation resource allocation scheme for QoE-driven point cloud video streaming. In particular, we maximize system resource utilization by selecting different quantities, transmission forms and quality level tiles to maximize the quality of experience. Extensive simulations are conducted and the simulation results show the superior performance over the existing schemes
4.3MMFeb 23, 2015
Crowdsourced Live Streaming over the CloudFei Chen, Cong Zhang, Feng Wang et al.
Empowered by today's rich tools for media generation and distribution, and the convenient Internet access, crowdsourced streaming generalizes the single-source streaming paradigm by including massive contributors for a video channel. It calls a joint optimization along the path from crowdsourcers, through streaming servers, to the end-users to minimize the overall latency. The dynamics of the video sources, together with the globalized request demands and the high computation demand from each sourcer, make crowdsourced live streaming challenging even with powerful support from modern cloud computing. In this paper, we present a generic framework that facilitates a cost-effective cloud service for crowdsourced live streaming. Through adaptively leasing, the cloud servers can be provisioned in a fine granularity to accommodate geo-distributed video crowdsourcers. We present an optimal solution to deal with service migration among cloud instances of diverse lease prices. It also addresses the location impact to the streaming quality. To understand the performance of the proposed strategies in the realworld, we have built a prototype system running over the planetlab and the Amazon/Microsoft Cloud. Our extensive experiments demonstrate that the effectiveness of our solution in terms of deployment cost and streaming quality.
7.3MMFeb 16, 2015
On Crowdsourced Interactive Live Streaming: A Twitch.TV-Based Measurement StudyCong Zhang, Jiangchuan Liu
Empowered by today's rich tools for media generation and collaborative production, the multimedia service paradigm is shifting from the conventional single source, to multi-source, to many sources, and now toward {\em crowdsource}. Such crowdsourced live streaming platforms as Twitch.tv allow general users to broadcast their content to massive viewers, thereby greatly expanding the content and user bases. The resources available for these non-professional broadcasters however are limited and unstable, which potentially impair the streaming quality and viewers' experience. The diverse live interactions among the broadcasters and viewers can further aggravate the problem. In this paper, we present an initial investigation on the modern crowdsourced live streaming systems. Taking Twitch as a representative, we outline their inside architecture using both crawled data and captured traffic of local broadcasters/viewers. Closely examining the access data collected in a two-month period, we reveal that the view patterns are determined by both events and broadcasters' sources. Our measurements explore the unique source- and event-driven views, showing that the current delay strategy on the viewer's side substantially impacts the viewers' interactive experience, and there is significant disparity between the long broadcast latency and the short live messaging latency. On the broadcaster's side, the dynamic uploading capacity is a critical challenge, which noticeably affects the smoothness of live streaming for viewers.