Immersive 360° VR tiled streaming system for esports service

Hyunwook Kim, JinWook Yang, Minsu Choi, Junsuk Lee, Sangpil Yoon, Yonghwa Kim, WooChool Park
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引用次数: 4

Abstract

This paper shows how a system was designed and implemented for the live tiled streaming of 360° Virtual Reality(VR) eSports based on HEVC. A virtual camera technique was designed and implemented based on the Unity and Unreal engines as a means of capturing 360° videos in a virtual space, and a MPEG-DASH SRD(Spatial Relation Description)[1-2] Based dashing and streaming server was configured to build a live HEVC encoding system and for real-time internet streaming. Finally, an integrated 360° VR client was configured for use as a multi-platform. Each technological element was designed to service the client through a 360° VR 3D stereo method, and the MPEG-DASH SRD was expanded such that high-quality game videos can be played at lower bandwidths.
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沉浸式360°VR平铺流媒体系统的电子竞技服务
本文介绍了一个基于HEVC的360°虚拟现实(VR)电子竞技实时平铺流系统的设计和实现。基于Unity和虚幻引擎设计并实现了虚拟摄像机技术,作为在虚拟空间中捕获360°视频的手段,并配置了基于MPEG-DASH SRD(空间关系描述)[1-2]的视频和流媒体服务器,以构建实时HEVC编码系统和实时互联网流媒体。最后,将集成的360°VR客户端配置为多平台使用。每个技术元素都旨在通过360°VR 3D立体方式为客户提供服务,并且扩展了MPEG-DASH SRD,以便在更低的带宽下播放高质量的游戏视频。
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