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 inComputer communications Vol. 177; pp. 133 - 155
Main Author Chiariotti, Federico
Format Journal Article
LanguageEnglish
Published Elsevier B.V 01.09.2021
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Online AccessGet full text
ISSN0140-3664
1873-703X
DOI10.1016/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.
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
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  organization: Aalborg University, Fredrik Bajers Vej 7C, 9220 Aalborg, Denmark
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Quality of Experience
Virtual Reality
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Snippet The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and...
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SubjectTerms Quality of Experience
Video streaming
Virtual Reality
Title A survey on 360-degree video: Coding, quality of experience and streaming
URI https://dx.doi.org/10.1016/j.comcom.2021.06.029
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