Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality

Interactive virtual reality (VR) services such as VR gaming require considerable computing power for rendering higher quality VR images at a high frame rate. Thus offloading such VR processing to a cloud or edge computing entity is promising, but is accompanied by long latency leads for a user to se...

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Main Authors: Thanh Cong Nguyen, Sanghyun Kim, Ju-Hyung Son, Ji-Hoon Yun
Format: Article
Language:English
Published: IEEE 2019-01-01
Series:IEEE Access
Subjects:
Online Access:https://ieeexplore.ieee.org/document/8589058/
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spelling doaj-6d64e39803a246ca95650d708b36f7bd2021-03-29T22:11:44ZengIEEEIEEE Access2169-35362019-01-0173031304510.1109/ACCESS.2018.28887008589058Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual RealityThanh Cong Nguyen0Sanghyun Kim1Ju-Hyung Son2Ji-Hoon Yun3https://orcid.org/0000-0001-7438-1502Department of Electrical and Information Engineering, Seoul National University of Science and Technology, Seoul, South KoreaDepartment of Electrical and Information Engineering, Seoul National University of Science and Technology, Seoul, South KoreaWILUS Inc., Seongnam, South KoreaDepartment of Electrical and Information Engineering, Seoul National University of Science and Technology, Seoul, South KoreaInteractive virtual reality (VR) services such as VR gaming require considerable computing power for rendering higher quality VR images at a high frame rate. Thus offloading such VR processing to a cloud or edge computing entity is promising, but is accompanied by long latency leads for a user to see an image of the past viewport, resulting in prohibitive motion sickness. Time warp is a technique for VR that warps a rendered image before scanning it out to the display to correct for the head movement occurring after the rendering and will play an important role in reducing the perceived latency in cloud/edge VR. However, time warp has to be applied to the image areas excluding the head-locked objects such as head-up display, menu bar, and notification that are intended to have a fixed position on a screen; otherwise, they are shown to judder. In this paper, we propose an algorithm that identifies head-locked objects in encoded VR frames at low computational load with no explicit information of the head-locked objects for selective time warp in the cloud/edge VR environments. First, we make a key observation from testbed experiments that motion vectors embedded in an encoded VR video stream are highly correlated with the user’s head motion. Based on this finding, the head-locked object detection algorithm is designed to: 1) find a raw shape of each head-locked object from motion vectors embedded in frames and 2) identify the exact pixel-level head-locked region within a limited search area (along the boundary of each raw shape) by monitoring pixel color changes over frames. In order to achieve even lower computational load, the costly part of the algorithm is activated only when a new head-locked object appears. The experimental study demonstrates that the algorithm is able to detect multiple head-locked objects with zero pixel error under limited computational load.https://ieeexplore.ieee.org/document/8589058/Virtual realitycloud VRtimewarpimage reprojectionhead-locked objectmotion vector
collection DOAJ
language English
format Article
sources DOAJ
author Thanh Cong Nguyen
Sanghyun Kim
Ju-Hyung Son
Ji-Hoon Yun
spellingShingle Thanh Cong Nguyen
Sanghyun Kim
Ju-Hyung Son
Ji-Hoon Yun
Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
IEEE Access
Virtual reality
cloud VR
timewarp
image reprojection
head-locked object
motion vector
author_facet Thanh Cong Nguyen
Sanghyun Kim
Ju-Hyung Son
Ji-Hoon Yun
author_sort Thanh Cong Nguyen
title Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
title_short Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
title_full Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
title_fullStr Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
title_full_unstemmed Selective Timewarp Based on Embedded Motion Vectors for Interactive Cloud Virtual Reality
title_sort selective timewarp based on embedded motion vectors for interactive cloud virtual reality
publisher IEEE
series IEEE Access
issn 2169-3536
publishDate 2019-01-01
description Interactive virtual reality (VR) services such as VR gaming require considerable computing power for rendering higher quality VR images at a high frame rate. Thus offloading such VR processing to a cloud or edge computing entity is promising, but is accompanied by long latency leads for a user to see an image of the past viewport, resulting in prohibitive motion sickness. Time warp is a technique for VR that warps a rendered image before scanning it out to the display to correct for the head movement occurring after the rendering and will play an important role in reducing the perceived latency in cloud/edge VR. However, time warp has to be applied to the image areas excluding the head-locked objects such as head-up display, menu bar, and notification that are intended to have a fixed position on a screen; otherwise, they are shown to judder. In this paper, we propose an algorithm that identifies head-locked objects in encoded VR frames at low computational load with no explicit information of the head-locked objects for selective time warp in the cloud/edge VR environments. First, we make a key observation from testbed experiments that motion vectors embedded in an encoded VR video stream are highly correlated with the user’s head motion. Based on this finding, the head-locked object detection algorithm is designed to: 1) find a raw shape of each head-locked object from motion vectors embedded in frames and 2) identify the exact pixel-level head-locked region within a limited search area (along the boundary of each raw shape) by monitoring pixel color changes over frames. In order to achieve even lower computational load, the costly part of the algorithm is activated only when a new head-locked object appears. The experimental study demonstrates that the algorithm is able to detect multiple head-locked objects with zero pixel error under limited computational load.
topic Virtual reality
cloud VR
timewarp
image reprojection
head-locked object
motion vector
url https://ieeexplore.ieee.org/document/8589058/
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AT juhyungson selectivetimewarpbasedonembeddedmotionvectorsforinteractivecloudvirtualreality
AT jihoonyun selectivetimewarpbasedonembeddedmotionvectorsforinteractivecloudvirtualreality
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