The use of point cloud (PC) streaming in mixed reality (MR) environments is of particular interest due to the immersiveness and the six degrees of freedom (6DoF) provided by the 3D content. However, this immersiveness requires significant bandwidth. Innovative solutions have been developed to address these challenges, such as PC compression and/or spatially tiling the PC to stream different portions at different quality levels. This paper presents a brief overview of a Subjective Testing and Eye-tracking Platform for dynamic point clouds in Mixed Reality (STEP-MR) for the Microsoft HoloLens 2. STEP-MR was used to conduct subjective tests (described in another work) with 41 participants, yielding over 2000 responses and more than 150 visual attention maps, the results of which can be used, among other things, to improve dynamic (animated) point cloud streaming solutions mentioned above. Building on our previous platform, the new version now enables eye-tracking tests, including calibration and heatmap generation. Additionally, STEP-MR features modifications to the subjective tests’ functionality, such as a new rating scale and adaptability to participant movement during the tests, along with other user experience changes.
Adaptive streaming of segmented video over HTTP typically relies on a predefined set of bitrate-resolution pairs, known as a bitrate ladder. However, fixed ladders often overlook variations in content and decoding complexities, leading to suboptimal trade-offs between encoding time, decoding efficiency, and video quality. This article introduces DQ-Ladder, a deep reinforcement learning (DRL)-based scheme for constructing time- and quality-aware bitrate ladders for adaptive video streaming applications. DQ-Ladder employs predicted decoding time, quality scores, and bitrate levels per segment as inputs to a Deep Q-Network (DQN) agent, guided by a weighted reward function of decoding time, video quality, and resolution smoothness. We leverage machine learning models to predict decoding time, bitrate level, and objective quality metrics (VMAF, XPSNR), eliminating the need for exhaustive encoding or quality metric computation. We evaluate DQ-Ladder using the Versatile Video Coding (VVC) toolchain (VVenC/VVdeC) on 750 video sequences across six Apple HLS-compliant resolutions and 41 quantization parameters. Experimental results against four baselines show that DQ-Ladder achieves BD-rate reductions of at least 10.3
Point cloud videos, also termed dynamic point clouds (DPCs), have the potential to provide immersive experiences with six degrees of freedom (6DoF). However, there are still several open issues in understanding the Quality of Experience (QoE) and visual attention of end users while experiencing 6DoF volumetric videos. For instance, the quality impact of compressing DPCs, which requires a significant amount of both time and computational resources, needs further investigation. Also, QoE prediction models for DPCs in 6DoF have rarely been developed due to the lack of visual quality databases. Furthermore, visual attention in 6DoF is hardly explored, which impedes research into more sophisticated approaches for adaptive streaming of DPCs. In this paper, we review and analyze in detail the open-source Compressed Point cloud dataset with Eye-tracking and Quality assessment in M ixed Reality (ComPEQ-MR). The dataset, initially presented, comprises 4 uncompressed (raw) DPCs as well as compressed versions processed by Moving Picture Experts Group (MPEG) reference tools (i.e., Video-Based Point Cloud Compression (VPCC) and 2 Geometry-based Point Cloud Compression (GPCC) variants). The dataset includes eye-tracking data of 41 study participants watching the raw DPCs with 6DoF, yielding 164 visual attention maps. We analyze this data and present head and gaze movement results here. The dataset also includes results from subjective tests conducted to assess the quality of the DPCs, each both uncompressed and compressed with 12 levels of distortion, resulting in 2132 quality scores. This work presents the QoE performance results of the compression techniques, the factors with significant impact on participant ratings, and the correlation of the objective Peak Signal-to-Noise Ratio (PSNR) metrics with Mean Opinion Scores (MOS). The results indicate superior performance of the VPCC codec as well as significant variations in quality ratings based on codec choice, bitrate, and quality/distortion level, providing insights for optimizing point cloud video compression in MR applications. Finally, making use of the subjective scores, we trained and evaluated models for QoE prediction for DPCs compressed using the pertinent MPEG tools. We present the models and their prediction results, noting that the fine-tuned ITU-T P.1203 models exhibit good correlation with the subjective ratings.
Live streaming routinely relies on the Hypertext Transfer Protocol (HTTP) and content delivery networks (CDNs) to scalably disseminate videos to diverse clients. A bitrate ladder refers to a list of bitrate-resolution pairs, or representations, used for encoding a video. A promising trend in HTTP-based video streaming is to adapt not only the client's representation choice but also the bitrate ladder during the streaming session. This paper examines the problem of multi-live streaming, where an encoding service coordinates CDN-assisted bitrate ladder adaptation for multiple live streams delivered to heterogeneous clients in different zones via CDN edge servers. We design ALPHAS, a practical and scalable system for multi-live streaming that accounts for CDNs' bandwidth constraints and encoders' computational capabilities and also supports stream prioritization. ALPHAS, aware of both video content and streaming context, seamlessly integrates with the end-to-end streaming pipeline and operates in real time transparently to clients and encoding algorithms. We develop a cloud-based ALPHAS implementation and evaluate it through extensive real-world and trace-driven experiments against four prominent baseline approaches that encode each stream independently. The evaluation shows that ALPHAS outperforms the baselines, improving quality of experience, end-to-end latency, and per-stream processing by up to 23%, 21 %, and 49%, respectively.
Video streaming has evolved from push-based, broad-/multicasting approaches with dedicated hard-/software infrastructures to pull-based unicast schemes utilizing existing Web-based infrastructure to allow for better scalability. In this article, we provide an overview of the foundational principles of HTTP adaptive streaming (HAS), from video encoding to end user consumption, while focusing on the key advancements in adaptive bitrate algorithms, quality of experience (QoE), and energy efficiency. Furthermore, the article highlights the ongoing challenges of optimizing network infrastructure, minimizing latency, and managing the environmental impact of video streaming. Finally, future directions for HAS, including immersive media streaming and neural network-based video codecs, are discussed, positioning HAS at the forefront of next-generation video delivery technologies.
Recent years have witnessed video streaming demands evolve into one of the most popular Internet applications. With the ever-increasing personalized demands for highdefinition and low-latency video streaming services, networkassisted video streaming schemes employing modern networking paradigms have become a promising complementary solution in the HTTP Adaptive Streaming (HAS) context. The emergence of such techniques addresses long-standing challenges of enhancing users’ Quality of Experience (QoE), end-to-end (E2E) latency, as well as network utilization. However, designing a cost-effective, scalable, and flexible network-assisted video streaming architecture that supports the aforementioned requirements for live streaming services is still an open challenge. This article leverages novel networking paradigms, i.e., edge computing and Network Function Virtualization (NFV), and promising video solutions, i.e., HAS, Video Super-Resolution (SR), and Distributed Video Transcoding (TR), to introduce A Latency-and cost-aware hybrId P2P-CDN framework for liVe video strEaming (ALIVE). We first introduce the ALIVE multi-layer architecture and design an action tree that considers all feasible resources (i.e., storage, computation, and bandwidth) provided by peers, edge, and CDN servers for serving peer requests with acceptable latency and quality. We then formulate the problem as a Mixed Integer Linear Programming (MILP) optimization model executed at the edge of the network. To alleviate the optimization model’s high time complexity, we propose a lightweight heuristic, namely, Greedy-Based Algorithm (GBA). Finally, we (i) design and instantiate a large-scale cloud-based testbed including 350 HAS players, (ii) deploy ALIVE on it, and (iii) conduct a series of experiments to evaluate the performance of ALIVE in various scenarios. Experimental results indicate that ALIVE (i) improves the users’ QoE by at least 22%, (ii) decreases incurred cost of the streaming service provider by at least 34%, (iii) shortens clients’ serving latency by at least 40%, (iv) enhances edge server energy consumption by at least 31%, and (v) reduces backhaul bandwidth usage by at least 24% compared to baseline approaches.
HTTP Adaptive Streaming (HAS) solutions utilize various Adaptive BitRate (ABR) algorithms to dynamically select appropriate video representations, aiming at adapting to fluctuations in network bandwidth. However, current ABR implementations have a limitation in that they are designed to function with one set of video representations, i.e., the bitrate ladder, which differ in bitrate and resolution, but are encoded with the same video codec. When multiple codecs are available, current ABR algorithms select one of them prior to the streaming session and stick to it throughout the entire streaming session. Although newer codecs are generally preferred over older ones, their compression efficiencies differ depending on the content's complexity, which varies over time. Therefore, it is necessary to select the appropriate codec for each video segment to reduce the requested data while delivering the highest possible quality. In this article, we first provide a practical example where we compare compression efficiencies of different codecs on a set of video sequences. Based on this analysis, we formulate the optimization problem of selecting the appropriate codec for each user and video segment (on a per-segment basis in the outmost case), refining the selection of the ABR algorithms by exploiting key metrics, such as the perceived segment quality and size. Subsequently, to address the scalability issues of this centralized model, we introduce a novel distributed plug-in ABR algorithm for Video on Demand (VoD) applications called MEDUSA to be deployed on top of existing ABR algorithms. MEDUSA enhances the user's Quality of Experience (QoE) by utilizing a multi-objective function that considers the quality and size of video segments when selecting the next representation. Using quality information and segment size from the modified Media Presentation Description (MPD), MEDUSA utilizes buffer occupancy to prioritize quality or size by assigning specific weights in the objective function. To show the impact of MEDUSA, we compare the proposed plug-in approach on top of state-of-the-art techniques with their original implementations and analyze the results for different network traces, video content, and buffer capacities. According to the experimental findings, MEDUSA shows the ability to improve QoE for various test videos and scenarios. The results reveal an impressive improvement in the QoE score of up to 42% according to the ITU-T P.1203 model (mode 0). Additionally, MEDUSA can reduce the transmitted data volume by up to more than 40% achieving a QoE similar to the techniques compared, reducing the burden on streaming service providers for delivery costs.
Point cloud streaming is becoming increasingly popular due to its ability to provide six degrees of freedom (6DOF) for immersive media. Measuring the quality of experience (QoE) is essential to evaluate the performance of point cloud applications. However, most existing QoE models for point cloud streaming are complicated and/or not open source. Therefore, it is desirable to provide an open-source QoE model for point cloud streaming. The International Telecommunication Union (ITU) put in a great deal of effort in video quality estimation models, namely ITU-T P.1203 [2]. This P.1203 model was implemented and published on Github1 [4]. The model's inputs include video characteristics (i.e., bitrate, framerate, codec, and frame size), streaming parameters (i.e., stall events), and viewing conditions (i.e., device type and viewing distance). Point cloud streaming also shares some parameters that can be used in the P.1203 model, such as bitrate, framerate, stall events, and viewing distance. However, as the coefficients in the original P.1203 model were determined from a training phase based on a subjective database for 2D videos [4], they need to be re-trained with a new subjective database for point cloud streaming. In this work, we provide a fine-tuned ITU-T P.1203 model for dynamic point clouds in Augmented Reality (AR) environments. We re-train the P.1203 model with our dataset published in [3] to get the optimal coefficients in this model that achieves the lowest root mean square error (RMSE). The dataset was collected in a subjective test in which the participants watched dynamic point clouds from the 8i lab database [1] with Microsoft's HoloLens 2 AR glasses. The dynamic point clouds have static qualities or a quality switch in the middle of the sequence. We split this dataset into a training set and a validation set. We train the coefficients of the P.1203 model with the former set and validate its performance with the latter one. The results show that our fine-tuned P.1203 model outperforms the original model from the ITU. Our model achieves an RMSE of 0.813, compared to 0.887 of the original P.1203 model with the training set. The Pearson Linear Correlation Coefficient (PLCC) and Spearman's Rank Correlation Coefficient (SRCC) of our fine-tuned model are also significantly higher than that of ITU's model (see Table 1). These values are more than 0.9 in our model, compared to less than 0.786 in the standard P.1203 model for the training dataset. Taken into account the validation dataset, it can be seen that our fine-tuned model provides a better RMSE = 0.955, compared with 1.032 of the standard P.1203 model. We also achieved a better correlation with the ground truth with PLCC = 0.958 while this metric of the standard P.1203 model is 0.918. The correlations of the compared models are visualized in Fig. 1. The fine-tuned P.1203 model is published in https://github.com/minhkstn/itu-p1203-point-clouds.
Point clouds (PCs) have attracted researchers and developers due to their ability to provide immersive experiences with six degrees of freedom (6DoF). However, there are still several open issues in understanding the Quality of Experience (QoE) and visual attention of end users while experiencing 6DoF volumetric videos. First, encoding and decoding point clouds require a significant amount of both time and computational resources. Second, QoE prediction models for dynamic point clouds in 6DoF have not yet been developed due to the lack of visual quality databases. Third, visual attention in 6DoF is hardly explored, which impedes research into more sophisticated approaches for adaptive streaming of dynamic point clouds. In this work, we provide an open-source Compressed Point cloud dataset with Eye-tracking and Quality assessment in Mixed Reality (ComPEQ-MR). The dataset comprises four compressed dynamic point clouds processed by Moving Picture Experts Group (MPEG) reference tools (i.e., VPCC and GPCC), each with 12 distortion levels. We also conducted subjective tests to assess the quality of the compressed point clouds with different levels of distortion. The rating scores are attached to ComPEQ-MR so that they can be used to develop QoE prediction models in the context of MR environments. Additionally, eye-tracking data for visual saliency is included in this dataset, which is necessary to predict where people look when watching 3D videos in MR experiences. We collected opinion scores and eye-tracking data from 41 participants, resulting in 2132 responses and 164 visual attention maps in total. The dataset is available at https://ftp.itec.aau.at/datasets/ComPEQ- MR/.
Streaming segmented videos over the Hypertext Transfer Protocol (HTTP) is an increasingly popular approach in both live and video-on-demand (VoD) applications. However, designing a scalable and adaptable framework that reduces servers energy consumption and supports low latency and high quality services, particularly for live video streaming scenarios, is still challenging for Over-The-Top (OTT) service providers. To address such challenges, this paper introduces a new hybrid P2P-CDN framework that leverages new networking and computing paradigms, i.e., Network Function Virtualization (NFV) and edge computing for live video streaming. The proposed framework introduces a multi-layer architecture and a tree of possible actions therein (an action tree), taking into account all available resources from peers, edge, and CDN servers to efficiently distribute video fetching and transcoding tasks across a hybrid P2P-CDN network, consequently enhancing the users latency and video quality. We also discuss our testbed designed to validate the framework and compare it with baseline methods. The experimental results indicate that the proposed framework improves user Quality of Experience (QoE), reduces client serving latency, and improves edge server energy consumption compared to baseline approaches.
Point clouds (PCs) have attracted researchers and developers due to their ability to provide immersive experiences with six degrees of freedom (6DoF). However, there are still several open issues in understanding the Quality of Experience (QoE) and visual attention of end users while experiencing 6DoF volumetric videos. First, encoding and decoding point clouds require a significant amount of both time and computational resources. Second, QoE prediction models for dynamic point clouds in 6DoF have not yet been developed due to the lack of visual quality databases. Third, visual attention in 6DoF is hardly explored, which impedes research into more sophisticated approaches for adaptive streaming of dynamic point clouds. In this work, we provide an open-source Compressed Point cloud dataset with Eye-tracking and Quality assessment in Mixed Reality (ComPEQ--MR). The dataset comprises four compressed dynamic point clouds processed by Moving Picture Experts Group (MPEG) reference tools (i.e., VPCC and GPCC), each with 12 distortion levels. We also conducted subjective tests to assess the quality of the compressed point clouds with different levels of distortion. The rating scores are attached to ComPEQ--MR so that they can be used to develop QoE prediction models in the context of MR environments. Additionally, eye-tracking data for visual saliency is included in this dataset, which is necessary to predict where people look when watching 3D videos in MR experiences. We collected opinion scores and eye-tracking data from 41 participants, resulting in 2132 responses and 164 visual attention maps in total. The dataset is available at https://ftp.itec.aau.at/datasets/ComPEQ-MR/.
Live streaming of segmented videos over the Hypertext Transfer Protocol (HTTP) is increasingly popular and serves heterogeneous clients by offering each segment in multiple representations. A bitrate ladder expresses this choice as a list of bitrate-resolution pairs. Whereas existing solutions for HTTP-based live streaming use a static bitrate ladder, the fixed ladders struggle to appropriately accommodate the dynamics in the video content and network-conditioned client capabilities. This paper proposes ARTEMIS as a practical scalable alternative that dynamically configures the bitrate ladder depending on the content complexity, network conditions, and clients' statistics. ARTEMIS seamlessly integrates with the end-to-end streaming pipeline and operates transparently to video encoders and clients. We develop a cloud-based implementation of ARTEMIS and conduct extensive real-world and trace-driven experiments. The experimental comparison vs. existing prominent bitrate ladders demonstrates that live streaming with ARTEMIS outperforms all baseline solutions, reduces encoding computation by 25%, end-to-end latency by 18%, and increases the quality of experience by 11%.
In recent years, HTTP Adaptive Streaming (HAS) has been a predominant video delivery technology over the Internet. The existing HAS-based techniques ignore the context and the affective content of the video, rather its prime focus relies on determining the video quality of the fore coming data based on the current network conditions [4, 5]. By highlighting the video traffic based on the context (e.g., the goal in a soccer match or the climax of a movie) and allocating more network resources (e.g., prioritizing the important segments) to the highlighted segments will lead to end user satisfaction with a pleasant Quality of Experience (QoE). Quick UDP Internet Connections (QUIC), a recently standardized transport protocol, has gained popularity due to its promising features, e.g., reduced connection establishment latency, stream multiplexing and stream priority. This paper leverages QUIC's stream priority to support context-based streaming by introducing a novel video delivery approach.
In recent years, HTTP Adaptive Streaming (HAS)-based technologies, such as Dynamic Adaptive Streaming over HTTP (DASH), have become the predominant video delivery paradigm over the Internet. HAS-based content providers frequently employ multiple Content Delivery Network (CDNs) to distribute their content to the end users. Recently, Apple and DASH-IF standardization introduced content steering technique to enable content providers to switch the content source that a player utilizes at start-up or midstream. Due to diverse adaptive video streaming demands for latency-sensitive and/or bandwidth-sensitive streams, satisfying end users with a pleasant Quality of Experience (QoE) poses a new challenge for redesigning the current content steering strategies. This paper leverages the recent popular Quick UDP Internet Connections (QUIC) transport protocol and introduces a CDN- and Protocol-aware content Steering solution for HTTP Adaptive Streaming (CP-Steering). We discuss the details of CP-Steering strategy and then give directions for future work.
Live media streaming is a challenging task by itself, and when it comes to use cases that define low-latency as a must, the complexity will rise multiple times. In a typical media streaming session, the main goal can be declared as providing the highest possible Quality of Experience (QoE), which has proved to be measurable using quality models and various metrics. In a low-latency media streaming session, the requirements are to provide the lowest possible delay between the moment a frame of video is captured and the moment that the captured frame is rendered on the client screen, also known as end-to-end (E2E) latency and maintain the QoE. This paper proposes a sophisticated cloud-based and open-source testbed that facilitates evaluating a low-latency live streaming session as the primary contribution. Live Low-Latency Cloud-based Adaptive Video Streaming Evaluation (LLL-CAdViSE) framework is enabled to asses the live streaming systems running on two major HTTP Adaptive Streaming (HAS) formats, Dynamic Adaptive Streaming over HTTP (MPEG-DASH) and HTTP Live Streaming (HLS). We use Chunked Transfer Encoding (CTE) to deliver Common Media Application Format (CMAF) chunks to the media players. Our testbed generates the test content (audiovisual streams). Therefore, no test sequence is required, and the encoding parameters (e.g., encoder, bitrate, resolution, latency) are defined separately for each experiment. We have integrated the ITU-T P.1203 quality model inside our testbed. To demonstrate the flexibility and power of LLL-CAdViSE, we have presented a secondary contribution in this paper; we have conducted a set of experiments with different network traces, media players, ABR algorithms, and with various requirements (e.g., E2E latency (typical/reduced/low/ultra-low), diverse bitrate ladders, and catch-up logic) and presented the essential findings and the experimental results.
Multi-access Edge Computing (MEC) is a central piece of 5G telecommunication systems and is essential to satisfy the challenging low-latency demands of future applications. MEC provides a cloud computing platform at the edge of the radio access network. Our previous publications argue that edge computing should be transparent to clients, leveraging Software-Defined Networking (SDN). While we introduced a solution to implement such a transparent approach, one question remained: How to handle user requests to a service that is not yet running in a nearby edge cluster? One advantage of the transparent edge is that one could process the initial request in the cloud. However, this paper argues that on-demand deployment might be fast enough for many services, even for the first request. We present an SDN controller that automatically deploys an application container in a nearby edge cluster if no instance is running yet. In the meantime, the user’s request is forwarded to another (nearby) edge cluster or kept waiting to be forwarded immediately to the newly instantiated instance. Our performance evaluations on a real edge/fog testbed show that the waiting time for the initial request – e.g., for annginx-based service – can be as low as 0.5 seconds – satisfactory for many applications.
The challenging demands for the next generation of the Internet of Things have led to a massive increase in edge computing and network virtualization technologies. While there is vast potential for research in these areas, managing complex adaptive infrastructure is difficult, and experiments with real hardware are tedious to set up. Furthermore, proposed solutions often require expensive hardware or labor-intensive procedures to replicate and build on these ideas. With our C3-Edge testbed, we address these challenges and propose a novel approach for automated edge testbed setup with a low-cost software-defined network and adaptive infrastructure configuration. We validated the efficiency of our approach on a real-world computing continuum infrastructure. The evaluation results confirm that our flexible approach is suitable for all but the most bandwidth-intensive applications.
Video content in Live HTTP Adaptive Streaming (HAS) is typically encoded using a pre-defined, fixed set of bitrate-resolution pairs (termed Bitrate Ladder), allowing play-back devices to adapt to changing network conditions using an adaptive bitrate (ABR) algorithm. However, using a fixed one-size-fits-all solution when faced with various content complexities, heterogeneous network conditions, viewer device resolutions and locations, does not result in an overall maximal viewer quality of experience (QoE). Here, we consider these factors and design LALISA, an efficient framework for dynamic bitrate ladder optimization in live HAS. LALISA dynamically changes a live video session’s bitrate ladder, allowing improvements in viewer QoE and savings in encoding, storage, and bandwidth costs. LALISA is independent of ABR algorithms and codecs, and is deployed along the path between viewers and the origin server. In particular, it leverages the latest developments in video analytics to collect statistics from video players, content delivery networks and video encoders, to perform bitrate ladder tuning. We evaluate the performance of LALISA against existing solutions in various video streaming scenarios using a trace-driven testbed. Evaluation results demonstrate significant improvements in encoding computation (24.4%) and bandwidth (18.2%) costs with an acceptable QoE.
In recent years, video streaming applications have proliferated the demand for Video Quality Assessment (VQA). Reduced reference video quality assessment (RR-VQA) is a category of VQA where certain features ( e.g. , texture, edges) of the original video are provided for quality assessment. It is a popular research area for various applications such as social media, online games, and video streaming. This paper introduces a reduced reference Transcoding Quality Prediction Model (TQPM) to determine the visual quality score of the video possibly transcoded in multiple stages. The quality is predicted using Discrete Cosine Transform (DCT)-energy-based features of the video ( i.e. , the video's brightness, spatial texture information, and temporal activity) and the target bitrate representation of each transcoding stage. To do that, the problem is formulated, and a Long Short-Term Memory (LSTM)-based quality prediction model is presented. Experimental results illustrate that, on average, TQPM yields PSNR, SSIM, and VMAF predictions with an R 2 score of 0.83, 0.85, and 0.87, respectively, and Mean Absolute Error (MAE) of 1.31 dB, 1.19 dB, and 3.01, respectively, for single-stage transcoding. Furthermore, an R 2 score of 0.84, 0.86, and 0.91, respectively, and MAE of 1.32 dB, 1.33 dB, and 3.25, respectively, are observed for a two-stage transcoding scenario. Moreover, the average processing time of TQPM for 4s segments is 0.328s, making it a practical VQA method in online streaming applications.