Edge computing meets millimeter-wave enabled VR : paving the way to cutting the cord
Elbamby, Mohammed S.; Perfecto, Cristina; Bennis, Mehdi; Doppler, Klaus (2018-06-11)
M. S. Elbamby, C. Perfecto, M. Bennis and K. Doppler, "Edge computing meets millimeter-wave enabled VR: Paving the way to cutting the cord," 2018 IEEE Wireless Communications and Networking Conference (WCNC), Barcelona, 2018, pp. 1-6. doi: 10.1109/WCNC.2018.8377419
© 2018 IEEE. Personal use of this material is permitted. Permission from IEEE must be obtained for all other uses, in any current or future media, including reprinting/republishing this material for advertising or promotional purposes, creating new collective works, for resale or redistribution to servers or lists, or reuse of any copyrighted component of this work in other works.
https://rightsstatements.org/vocab/InC/1.0/
https://urn.fi/URN:NBN:fi-fe2018090334418
Tiivistelmä
Abstract
In this paper, a novel proactive computing and mmWave communication for ultra-reliable and low latency wireless virtual reality (VR is proposed. By leveraging information about users’ poses, proactive computing and caching are used to pre-compute and store users’ HD video frames to minimize the computing latency. Furthermore, multi-connectivity is exploited to ensure reliable mmWave links to deliver users’ requested HD frames. The performance of the proposed approach is validated on a VR network serving an interactive gaming arcade, where dynamic and real-time rendering of HD video frames is needed and impulse actions of different players impact the content to be shown. Simulation results show significant gains of up to 30% reduction in end-to-end delay and 50% in the 90 th percentile communication delay.
Kokoelmat
- Avoin saatavuus [34176]