Hyunwook Kim, JinWook Yang, Minsu Choi, Junsuk Lee, Sangpil Yoon, Yonghwa Kim, WooChool Park
{"title":"沉浸式360°VR平铺流媒体系统的电子竞技服务","authors":"Hyunwook Kim, JinWook Yang, Minsu Choi, Junsuk Lee, Sangpil Yoon, Yonghwa Kim, WooChool Park","doi":"10.1145/3204949.3209619","DOIUrl":null,"url":null,"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.","PeriodicalId":141196,"journal":{"name":"Proceedings of the 9th ACM Multimedia Systems Conference","volume":"39 5 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":"{\"title\":\"Immersive 360° VR tiled streaming system for esports service\",\"authors\":\"Hyunwook Kim, JinWook Yang, Minsu Choi, Junsuk Lee, Sangpil Yoon, Yonghwa Kim, WooChool Park\",\"doi\":\"10.1145/3204949.3209619\",\"DOIUrl\":null,\"url\":null,\"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.\",\"PeriodicalId\":141196,\"journal\":{\"name\":\"Proceedings of the 9th ACM Multimedia Systems Conference\",\"volume\":\"39 5 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-06-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"4\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the 9th ACM Multimedia Systems Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3204949.3209619\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 9th ACM Multimedia Systems Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3204949.3209619","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Immersive 360° VR tiled streaming system for esports service
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.