Towards Immersive Streaming for Videos and Light Fields

dc.contributor.advisorVarshney, Amitabhen_US
dc.contributor.authorLi, Daviden_US
dc.contributor.departmentComputer Scienceen_US
dc.contributor.publisherDigital Repository at the University of Marylanden_US
dc.contributor.publisherUniversity of Maryland (College Park, Md.)en_US
dc.date.accessioned2024-06-29T06:02:29Z
dc.date.available2024-06-29T06:02:29Z
dc.date.issued2024en_US
dc.description.abstractAs virtual and augmented reality devices evolve with new applications, the ability to create and transmit immersive content becomes ever more critical. In particular, mobile, standalone devices have power, computing, and bandwidth limitations which require careful thought on how to deliver content to users. In this dissertation, we examine techniques to enable adaptive streaming of two types of content: 360◦ panoramic videos and light fields. With the rapidly increasing resolutions of 360◦ cameras, head-mounted displays, and live-streaming services, streaming high-resolution panoramic videos over limited-bandwidth networks is becoming a critical challenge. Foveated video streaming can address this rising challenge in the context of eye-tracking-equipped virtual reality head-mounted displays. We introduce a new log-rectilinear transformation incorporating summed-area table filtering and off-the-shelf video codecs to enable foveated streaming of 360◦ videos suitable for VR headsets with built-in eye-tracking. Our technique results in a 31% decrease in flickering and a 10% decrease in bit rate with H.264 streaming while maintaining similar or better quality. Neural representations have shown great promise in compactly representing radiance and light fields. However, existing neural representations are not suited for streaming as decoding can only be done at a single level of detail and requires downloading the entire neural network model. To resolve these challenges, we present a progressive multi-scale light field network that encodes light fields with multiple levels of detail across various subsets of the network weights. With our approach, light field networks can render starting with less than 7% of the model weights and progressively depict greater levels of detail as more model weights are streamed. Existing methods for levels of detail in neural representations focus on a few discrete levels of detail. While a few discrete LODs are enough to enable progressive streaming and reduce artifacts, transitioning between LODs becomes a challenge as an instant transition can result in a popping artifact, blending requires two render passes at adjacent LODs, and dithering can briefly appear as flickering. Additionally, models with a few LODs create large model deltas and can only coarsely adapt to bandwidth and compute resources. To address these limitations, we present continuous levels of detail for light field networks to address flickering artifacts during transitions across levels of detail and enable more granular adaptation to available resources. With our approach, we reduce flickering between successive model updates by approximately 40 − 80% and go from 4 performance levels to 385 performance levels from which the model can be executed. By rendering levels of detail at each possible network width, we additionally reduce the model size deltas from over a hundred rows and columns per layer down to a single row and column per layer, for smoother streaming potential.en_US
dc.identifierhttps://doi.org/10.13016/lwpv-zeeb
dc.identifier.urihttp://hdl.handle.net/1903/32937
dc.language.isoenen_US
dc.subject.pqcontrolledComputer scienceen_US
dc.subject.pquncontrolledFoveated Streamingen_US
dc.subject.pquncontrolledLevels of Detailen_US
dc.subject.pquncontrolledLight Fieldsen_US
dc.subject.pquncontrolledNeural Fieldsen_US
dc.subject.pquncontrolledVideo Streamingen_US
dc.titleTowards Immersive Streaming for Videos and Light Fieldsen_US
dc.typeDissertationen_US

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