A survey on 360-degree video: Coding, quality of experience and streaming
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that ne...
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Published in | Computer communications Vol. 177; pp. 133 - 155 |
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Main Author | |
Format | Journal Article |
Language | English |
Published |
Elsevier B.V
01.09.2021
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Subjects | |
Online Access | Get full text |
ISSN | 0140-3664 1873-703X |
DOI | 10.1016/j.comcom.2021.06.029 |
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Abstract | The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance. |
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AbstractList | The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance. |
Author | Chiariotti, Federico |
Author_xml | – sequence: 1 givenname: Federico orcidid: 0000-0002-7915-7275 surname: Chiariotti fullname: Chiariotti, Federico email: fchi@es.aau.dk organization: Aalborg University, Fredrik Bajers Vej 7C, 9220 Aalborg, Denmark |
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