Wireless Multi-User Interactive Virtual Reality in Metaverse with Edge-Device Collaborative Computing
The immersive nature of the metaverse presents significant challenges for wireless multi-user interactive virtual reality (VR), such as ultra-low latency, high throughput and intensive computing, which place substantial demands on the wireless bandwidth and rendering resources of mobile edge computi...
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Main Authors | , , , |
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Format | Journal Article |
Language | English |
Published |
29.07.2024
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Subjects | |
Online Access | Get full text |
DOI | 10.48550/arxiv.2407.20523 |
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Summary: | The immersive nature of the metaverse presents significant challenges for
wireless multi-user interactive virtual reality (VR), such as ultra-low
latency, high throughput and intensive computing, which place substantial
demands on the wireless bandwidth and rendering resources of mobile edge
computing (MEC). In this paper, we propose a wireless multi-user interactive VR
with edge-device collaborative computing framework to overcome the
motion-to-photon (MTP) threshold bottleneck. Specifically, we model the
serial-parallel task execution in queues within a foreground and background
separation architecture. The rendering indices of background tiles within the
prediction window are determined, and both the foreground and selected
background tiles are loaded into respective processing queues based on the
rendering locations. To minimize the age of sensor information and the power
consumption of mobile devices, we optimize rendering decisions and MEC resource
allocation subject to the MTP constraint. To address this optimization problem,
we design a safe reinforcement learning (RL) algorithm, active queue
management-constrained updated projection (AQM-CUP). AQM-CUP constructs an
environment suitable for queues, incorporating expired tiles actively discarded
in processing buffers into its state and reward system. Experimental results
demonstrate that the proposed framework significantly enhances user immersion
while reducing device power consumption, and the superiority of the proposed
AQM-CUP algorithm over conventional methods in terms of the training
convergence and performance metrics. |
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DOI: | 10.48550/arxiv.2407.20523 |