TY - GEN
T1 - VR Viewport Pose Model for Quantifying and Exploiting Frame Correlations
AU - Chen, Ying
AU - Kwon, Hojung
AU - Inaltekin, Hazer
AU - Gorlatova, Maria
N1 - Publisher Copyright:
© 2022 IEEE.
PY - 2022
Y1 - 2022
N2 - The importance of the dynamics of the viewport pose, i.e., the location and the orientation of users' points of view, for virtual reality (VR) experiences calls for the development of VR viewport pose models. In this paper, informed by our experimental measurements of viewport trajectories across 3 different types of VR interfaces, we first develop a statistical model of viewport poses in VR environments. Based on the developed model, we examine the correlations between pixels in VR frames that correspond to different viewport poses, and obtain an analytical expression for the visibility similarity (ViS) of the pixels across different VR frames. We then propose a lightweight ViS-based ALG-ViS algorithm that adaptively splits VR frames into the background and the foreground, reusing the background across different frames. Our implementation of ALG-ViS in two Oculus Quest 2 rendering systems demonstrates ALG-ViS running in real time, supporting the full VR frame rate, and outperforming baselines on measures of frame quality and bandwidth consumption.
AB - The importance of the dynamics of the viewport pose, i.e., the location and the orientation of users' points of view, for virtual reality (VR) experiences calls for the development of VR viewport pose models. In this paper, informed by our experimental measurements of viewport trajectories across 3 different types of VR interfaces, we first develop a statistical model of viewport poses in VR environments. Based on the developed model, we examine the correlations between pixels in VR frames that correspond to different viewport poses, and obtain an analytical expression for the visibility similarity (ViS) of the pixels across different VR frames. We then propose a lightweight ViS-based ALG-ViS algorithm that adaptively splits VR frames into the background and the foreground, reusing the background across different frames. Our implementation of ALG-ViS in two Oculus Quest 2 rendering systems demonstrates ALG-ViS running in real time, supporting the full VR frame rate, and outperforming baselines on measures of frame quality and bandwidth consumption.
UR - https://www.scopus.com/pages/publications/85133246089
UR - https://www.scopus.com/pages/publications/85133246089#tab=citedBy
U2 - 10.1109/INFOCOM48880.2022.9796904
DO - 10.1109/INFOCOM48880.2022.9796904
M3 - Conference contribution
AN - SCOPUS:85133246089
T3 - Proceedings - IEEE INFOCOM
SP - 1269
EP - 1278
BT - INFOCOM 2022 - IEEE Conference on Computer Communications
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 41st IEEE Conference on Computer Communications, INFOCOM 2022
Y2 - 2 May 2022 through 5 May 2022
ER -