远程沉浸式环境的下一代系统架构

K. Nahrstedt
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摘要

只提供摘要形式。远程沉浸式3D多摄像头房间环境开始出现,以协助分布式物理活动,如物理治疗,体育活动和娱乐,以及随之而来的新的具有挑战性的研究问题。这些环境需要在发送端设置3D多摄像头,在接收端设置多显示器,并通过适当的网络基础设施进行连接。一个重要的问题是,下一代系统架构是什么,它允许以灵活的方式构建这些环境,使用COTS组件并为更广泛的受众。在本文中,我们讨论了系统架构的挑战,并提出了可能的解决方案。我们研究了3D多摄像头/多显示器远程沉浸式边缘与当今通用计算和通信基础设施之间的设计空间。特别地,我们分析了通用交付基础设施的跨层控制和流框架,称为TEEVE(人人远程沉浸式环境),远程沉浸式架构构建的困难和有效性,例如捕获,重建和显示4D内容,以及通过Internet 2将远程沉浸式3D视觉流协调,同步和qos支持交付到远程房间。TEEVE和其他一些下一代架构的第一次实验令人鼓舞,因为我们开始在Internet 2上以每秒几帧的速度维持多达12个3D流的通信(例如,TEEVE可以达到每秒5帧左右),但仍有许多工作和挑战有待解决。
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Next generation of system architectures for tele-immersive environments
Summary form only given. The tele-immersive 3D multi-camera room environments are starting to emerge in order to assist in distributed physical activities such as physical therapy, sport activities, and entertainment, and with them new challenging research questions. These environments need 3D multi-camera setups at the sending side and multi-display setups at the receiving side connected via appropriate network infrastructure. One important question is what is the next generation of system architectures that allow to build these environments in a flexible manner, with COTS components and for broader audience. In this paper we discuss challenges of system architectures as well as present possible solutions. We investigate the design space between the 3D multi-camera/multi-display tele-immersive edges and the general purpose computing and communication infrastructure available today. Especially, we analyze on our cross-layer control and streaming framework over general purpose delivery infrastructure, called TEEVE (tele-immersive environment for everybody), the difficulties and effectiveness of tele-immersive architectural constructs such as capturing, reconstructing and displaying 4D content, and coordination, synchronization and QoS-enabled delivery of tele-immersive 3D visual streams to remote room(s) over Internet 2. The first experiments of TEEVE and few other next generation architectures are encouraging, as we start to sustain communication of up to 12 3D streams with several frames per second (e.g., TEEVE can reach around 5 frames per second) over Internet 2, but a lot of work and challenges remain to be solved.
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