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A survey on 360-degree video: Coding, quality of experience and streaming

Journal

COMPUTER COMMUNICATIONS
Volume 177, Issue -, Pages 133-155

Publisher

ELSEVIER
DOI: 10.1016/j.comcom.2021.06.029

Keywords

Video streaming; Virtual Reality; Quality of Experience

Funding

  1. European Union [957218]

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The commercialization of Virtual Reality (VR) headsets has generated intense interest in immersive and 360-degree video streaming in industry and research communities. Specific challenges such as omnidirectional video coding, Quality of Experience (QoE), saliency measurement, and adaptive streaming have been key focuses in the latest literature on this topic.
The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and viewport prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.

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