Muutke küpsiste eelistusi

Cloud VR: Technology and Application [Kõva köide]

, , , , (University of Illinois, Urbana-Champaign, Illinois, USA), , ,
  • Formaat: Hardback, 240 pages, kõrgus x laius: 234x156 mm, kaal: 498 g, 41 Tables, black and white; 100 Illustrations, black and white
  • Ilmumisaeg: 12-Nov-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367491672
  • ISBN-13: 9780367491673
  • Formaat: Hardback, 240 pages, kõrgus x laius: 234x156 mm, kaal: 498 g, 41 Tables, black and white; 100 Illustrations, black and white
  • Ilmumisaeg: 12-Nov-2020
  • Kirjastus: CRC Press
  • ISBN-10: 0367491672
  • ISBN-13: 9780367491673

Based on the technical accumulation and practice of Huawei iLab in the Cloud VR field, this book systematically describes the advantages of Cloud VR technologies; technical requirements on clouds, networks, and terminals as well as solution implementation; Cloud VR experience evaluation baselines and methods; and current business practices.

Cloud VR introduces cloud computing and cloud rendering to VR services. With fast and stable networks, cloud-based display output and audio output are coded, compressed, and transmitted to user terminals, implementing cloud-based VR service content and content rendering. Cloud VR has stringent requirements on bandwidth and latency, making it a proficient application for 5G and gigabit home broadband networks in the era of "dual G".

As the first advocate of Cloud VR, Huawei iLab developed the first prototype of the Cloud VR technical solution, initiated the industry’s first Cloud VR industry cooperation plan – VR OpenLab with partners – and incubated the world’s first Cloud VR commercial project with China Mobile Fujian. Cloud VR: Technology and Application is the first official publication of Huawei iLab’s research and practice achievements. It systematically and thoroughly introduces the Cloud VR concept, solution architecture, key technologies, and business practices and is of great value in academic and social applications.

This book is easy to understand, practical, and suitable for VR vendors, VR technology enthusiasts, carriers, network vendors, cloud service providers, universities, and other enterprises and scientific research institutes.

Prologue 1 ix
Prologue 2 xi
Preface xiii
Overview xv
Acknowledgment xvii
1 Cloud VR Overview
1(20)
2.2 VR Overview
1(4)
1.1.1 What is VR?
1(1)
1.1.2 VR development
1(3)
1.1.3 VR features
4(1)
1.2 VR industry environment
5(4)
1.2.1 VR industry chain
5(2)
1.2.2 Investment in the VR industry
7(1)
1.2.3 VR industry policies
8(1)
1.3 Dilemmas of VR
9(5)
1.3.1 Fractured ecosystem
9(2)
1.3.2 Unaffordable
11(1)
1.3.3 Limited experience
12(2)
1.4 Emergence of cloud VR
14(1)
1.4.1 Cloud is the future
14(1)
1.4.2 Cloud-based applications are supported by network infrastructure
14(1)
1.4.3 Cloud VR will drive the industry
14(1)
2.5 Application scenarios of cloud VR
15(6)
1.5.1 Application scenarios at homes
15(2)
1.5.2 Application scenarios of industries
17(4)
2 Cloud VR Technologies
21(40)
2.1 Cloud VR service and experience
21(3)
2.1.1 Cloud VR service types
21(2)
2.1.2 Cloud VR key elements for experience
23(1)
2.2 Overall technical architecture
24(6)
2.3 Cloud VR technical architecture and key technologies of weak-interaction services
30(12)
2.3.1 Core technical architecture
30(1)
2.3.2 Key issues: coding, decoding, and transmission of large-volume VR video data
31(1)
2.3.3 Key technologies: cloud VR video transmission technology
32(10)
2.4 Technical architecture and key technologies of strong-interaction cloud VR services
42(12)
2.4.1 Core technical architecture
43(2)
2.4.2 Key issues: meeting MTP delay requirement
45(1)
2.4.3 Key technologies: cloud VR real-time rendering technology
46(8)
2.5 Cloud, pipe, and device technical requirements
54(7)
2.5.1 Cloud VR development phases
54(1)
2.5.2 Key service metrics
55(2)
2.5.3 Platform, network, and terminal technology requirements
57(4)
3 Cloud VR Service Platform Technologies
61(38)
3.1 Weak-interaction cloud VR service platform
61(20)
3.1.1 Service platform overview
61(2)
3.1.2 Coding/decoding technologies
63(8)
3.1.3 Streaming technology
71(4)
3.1.4 CDN technology
75(4)
3.1.5 FoV transmission technology
79(2)
3.2 Strong-interaction cloud VR service platform
81(18)
3.2.1 Service platform overview
82(2)
3.2.2 Virtualization technology
84(4)
3.2.3 Rendering technology
88(5)
3.2.4 Fast coding/decoding technologies
93(3)
3.2.5 Streaming technology
96(3)
4 Cloud VR Network Solution
99(38)
4.1 Network metric requirements of cloud VR services
99(5)
4.1.1 Network metric requirements for weak-interaction cloud VR services
99(2)
4.1.2 Network metric requirements of strong-interaction cloud VR services
101(3)
4.2 Target network architecture of cloud VR services
104(19)
4.2.1 Comfortable-experience phase
104(1)
4.2.2 Ideal-experience phase
105(2)
4.2.3 It is recommended that CDN nodes and cloud rendering nodes be deployed on metro networks
107(1)
4.2.4 Metro network
107(3)
4.2.5 Access network
110(4)
4.2.6 Home network
114(8)
4.2.7 5G network
122(1)
4.3 Cloud VR network transmission solution
123(5)
4.3.1 Dual-channel transmission
123(3)
4.3.2 Single-channel transmission
126(1)
4.3.3 Casting transmission solution
126(2)
4.4 QoS planning and deployment
128(3)
4.4.1 Priority marking
129(1)
4.4.2 CAR/shaping
129(2)
4.4.3 Scheduling deployment
131(1)
4.5 Future network evolution strategy of cloud VR
131(6)
4.5.1 Wi-Fi technology evolution: 60 GHz
132(1)
4.5.2 Access technology evolution: 25G/50G/100G PON
132(1)
4.5.3 Metro network evolution: flattened network architecture and WDM deployment at COs
133(1)
4.5.4 Cloud-network synergy with deterministic low latency
134(3)
5 Cloud VR Terminals
137(36)
5.1 Cloud VR terminal forms
137(9)
5.1.1 Working principles of VR terminals
137(2)
5.1.2 Classification and comparison of VR terminals
139(4)
5.1.3 Cloud VR terminal selection
143(3)
5.2 Development status of key cloud VR terminal technologies
146(19)
5.2.1 Chip technology
146(1)
5.2.2 Display technology
146(5)
5.2.3 Perception and interaction
151(9)
5.2.4 Network transmission
160(1)
5.2.5 Head motion rendering
161(4)
5.3 Interconnection between cloud VR terminals and the cloud platform
165(8)
5.3.1 Cloud platform interconnection requirements
165(1)
5.3.2 System function customization
166(1)
5.3.3 Login authentication
167(1)
5.3.4 UI customization
167(1)
5.3.5 Application integration
168(1)
5.3.6 Casting
169(2)
5.3.7 System upgrade
171(2)
6 Research on Cloud VR Service Experience
173(30)
6.1 Analysis and modeling
173(10)
6.1.1 Definition and breakdown of immersive VR requirements
175(5)
6.1.2 Definition and breakdown of interactive VR requirements
180(3)
6.2 Evaluation baseline
183(20)
6.2.1 Evaluation items
183(15)
6.2.2 Evaluation methods
198(5)
7 Cloud VR Business Practices
203(18)
7.1 Cloud VR brings market opportunities to operators
203(5)
7.1.1 Current status of the cloud VR industry
203(3)
7.1.2 Operators have advantages in developing cloud VR
206(2)
7.1.3 Telco cloud VR industry ecosystem
208(1)
7.2 2C/2H business practices of telco cloud VR
208(7)
7.2.1 Business model design
208(4)
7.2.2 User package design
212(3)
7.3 B2B2C business practices of telco cloud VR
215(6)
7.3.1 Business model design
215(2)
7.3.2 Cloud VR live broadcast practices
217(4)
8 Future of Cloud VR
221(4)
Acronyms and Abbreviations 225(4)
References 229(2)
Index 231
Li Dawei, Director of Huawei iLab, has 19 years of experience in network product and solution design, and extensive experience in product design, development, and network planning and design. He was previously the ATN Product Executive of Huawei and the Director of the Fixed Network Product Mgmt America Branch. Xiong Huaping, architect of Huawei iLab, has 15 years of experience in network product and solution design, and extensive experience in product design, development, and network planning and design. He has led the design or version planning of multiple features in Huawei PTN products and industry network solutions. Xu Mu, architect of Huawei iLab, has 14 years of experience in network product development and VR industry ecosystem cooperation, has led the test design of multiple versions and features of Huawei WDM products, and is responsible for iLab industry ecosystem cooperation. Xu Lingling, senior engineer of Huawei iLab, has 7 years of experience in network product development and 5 years of experience in product marketing. She has participated in the development of Huawei PTN series products and led the marketing and go-to-market of multiple products and versions. Huang Kun, senior engineer of Information Digitalization and Experience Assurance Module of Transmission & Access Product Line, has 10 years of experience in product digitalization and information development, 4 years of experience in network product marketing, and extensive experience in content and experience development.