Internet DRAFT - draft-westphal-icnrg-arvr-icn
draft-westphal-icnrg-arvr-icn
ICNRG Working Group C. Westphal
Internet-Draft Huawei
Intended status: Informational July 14, 2018
Expires: January 15, 2019
AR/VR and ICN
draft-westphal-icnrg-arvr-icn-00
Abstract
This document describes the challenges of AR/VR in ICN.
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Table of Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . 2
2. Definitions . . . . . . . . . . . . . . . . . . . . . . . . . 3
2.1. Use Cases . . . . . . . . . . . . . . . . . . . . . . . . 4
2.1.1. Office productivity, personal movie theater . . . . . 4
2.1.2. Retail, Museum, Real Estate, Education . . . . . . . 4
2.1.3. Sports . . . . . . . . . . . . . . . . . . . . . . . 4
2.1.4. Gaming . . . . . . . . . . . . . . . . . . . . . . . 5
2.1.5. Maintenance, Medical, Therapeutic . . . . . . . . . . 5
2.1.6. Augmented maps and directions, facial recognition,
teleportation . . . . . . . . . . . . . . . . . . . . 5
3. Information-Centric Network Architecture . . . . . . . . . . 6
3.1. Native Multicast Support . . . . . . . . . . . . . . . . 6
3.2. Caching . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.3. Naming . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.4. Privacy . . . . . . . . . . . . . . . . . . . . . . . . . 7
3.5. Other benefits? . . . . . . . . . . . . . . . . . . . . . 7
3.6. Security Considerations . . . . . . . . . . . . . . . . . 7
4. References . . . . . . . . . . . . . . . . . . . . . . . . . 8
4.1. Normative References . . . . . . . . . . . . . . . . . . 8
4.2. Informative References . . . . . . . . . . . . . . . . . 8
Author's Address . . . . . . . . . . . . . . . . . . . . . . . . 8
1. Introduction
Augmented Reality and Virtual Reality are becoming common place.
Facebook and YouTube have deployed support for some immersive videos,
including 360 videos. Many companies, including the aforementioned
Facebook, Google, but also Microsoft and others, are offering devices
to view virtual reality, ranging from simple mechanical additions to
a smart phone, such as Google Cardboard to full fledged dedicated
devices, such as the Oculus Rift.
Current networks however, are still struggling to deliver high
quality video streams. 5G Networks will have to address the
challenges introduced by the new applications delivering augmented
reality and virtual reality services. However, it is unclear that
without architectural support, it will be possible to deploy such
applications.
Most surveys of augmented reality systems (say, [van2010survey])
ignore the potential underlying network issues. We attempt to
present some of these issues in this paper. We also intend to
explain how an Information-Centric Network architecture is beneficial
for AR/VR. Information-Centric Networking has been considered for
enhancing content delivery by adding features that are lacking in an
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IP network, such as caching, or the requesting and routing of content
at the network layer by its name rather than a host's address.
2. Definitions
We provide definitions of virtual and augmented reality (see for
instance [van2010survey]):
Augmented Reality: an AR system inserts a virtual layer over the
user's perception of the real objects, which combines both real and
virtual objects in such a way that they function in relation to each
other, with synchronicity and the proper depth of perception in three
dimensions.
Virtual Reality: a VR system places the user in a synthetic, virtual
environment with a coherent set of rules and interactions with this
environment and the other participants in this environment.
Virtual reality is immersive and potentially isolating from the real
world, while augmented reality inserts extra information onto the
real world.
For the purpose of this article, we restrict ourselves to the audio-
visual perception of the environment (even though haptic systems may
be used) as a first step. Many of the applications of augmented and
virtual reality similarly start with eyesight and sounds only.
Most of the AR/VR we consider here focuses on head-mounted displays,
such as Oculus Rift or Google Cardboard.
There are obvious observations derived from these descriptions of
virtual and augmented reality. One is that virtual reality only
really needs a consistent set of rules for the user to be immersed
into it. It could theoretically work on a different time scale, say
where the reaction to motion is slowler than in the real world.
Further, VR only needs to be self-consistent, and does not require
synchronization with the real world.
As such, there are several levels of complexity along a reality-
virtuality continuum. For the purpose of the networking
infrastructure, we will roughly label them as 360/immersive video,
where user is streaming a video stream with a specific viewing angle
and direction; virtual reality environment, where the user is
immersed in a virtual world and has agency (say, decide of the
direction of the motion, in addition to deciding of the direction of
her viewing angle); and augmented reality where the users' view is
overlayed on top of the actual real view of the user.
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The last application requires identifying the environment, generating
and fetching the virtual artifacts, layering these on top of the
reality in the vision of the user, in real time and in
synchronization with the space dimensionality and the perception of
the user, and with the motion of the user's field of vision. Such
processing is very computationally heavy and would require a
dedicated infrastructure to be placed within the network provider's
domain.
2.1. Use Cases
For AR/VR specifically, there is a range of scenarios with specific
requirements. We denote a few below, but make no claim of
exhaustivity: there are plenty of other applications.
2.1.1. Office productivity, personal movie theater
This is a very simple, canonical use case, where the headmounted
device is only a display for the workstation of the user. This has
little networking requirements, as all is collocated and could even
be wired. For this reason, it is one of the low hanging fruits in
this space. The main issue is of display quality, as the user spends
long hour looking at a screen, with a resolution, a depth of
perception, and a reactivity of the headmounted display that should
be comfortable for the user.
2.1.2. Retail, Museum, Real Estate, Education
The application recreates the experience of being in a specific area,
such as a home for sale, a classroom or a specific room in a museum.
This is an application where the files may be stored locally, as the
point is to replicate an existing point of reference, and this can be
processed ahead of time.
Issues become then how to move the virtual environment onto the
display. Can it be prefetched ahead of time; can it be distributed
and cached locally near the device; can it be rendered in the device?
2.1.3. Sports
This attempts to put the user in the middle of a different real
environment, as in the previous case, but adds to it several
dimensions: that of real time, as the experience must be synchronized
with a live event; that of scale, as many users may be attempting to
participate in the experience simultanuously.
These new dimensions add some corresponding requirements, namely how
to distribute live content in a timely manner that still corresponds
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to the potentially unique viewpoint of each of the users; how to
scale this distribution to a large number of concurrent experiences.
The viewpoint in this context also may impose different requirements,
if it is that of a player in a basketball game, or that of a
spectator in the arena. For instance, in the former case, the
position of the viewpoint is well defined by that of the player,
while in the latter, it may wildly vary.
2.1.4. Gaming
Many games place the user into a virtual environment, from Minecraft
to multi-user shooter game. Platform such as Unity 3D allow creation
of virtual worlds. Unlike the previous use case, there are now
interactions in between the different participants in the virtual
environment. This require communication of these interactions in
between peers, and not just from a server onto the device. There are
issues of consistency across users and synchronization issues.
2.1.5. Maintenance, Medical, Therapeutic
There exist a few commercial products where the AR is used to overlay
instructions on top of some equipment so as to assist the agent in
performing maintenance. Surgical assistance may fall in this
category as well.
The advantage of a specific task is that it facilitates the pattern
recognition and the back-end processing as it is narrowed down.
However, the requirements to overlay the augmented layer on top of
the existing reality puts stringent synchronization and round-trip
time requirements, both on the display and on the sensors capturing
the motion and position.
2.1.6. Augmented maps and directions, facial recognition, teleportation
The more general scenario of augmented reality does not focus on a
specific, well defined application, but absorbs the environment as
observed by the user (or the user's car or the pilot's plane, if the
display is overlayed on a windshield) and annotates this environment,
for instance to specify directions. This includes recognizing
patterns and potentially people with the help of little context
beyond the position of the user. Another main target of AR is
telepresence, where a person in a remote location could be made
present, as if in another location, say with others in the same
conference room. Teleportation plus the display of the workstation
of a user (as in the first scenario above) may allow remote
collaboration on entreprise tasks.
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3. Information-Centric Network Architecture
We now turn our attention to the potential benefits that Information-
Centric Networks can bring to the realization of AR/VR.
The abstractions offered by an ICN architecture are promising for
video delivery. RFC7933 [RFC7933] for instance highlights the
challenges and potential of ICN for adaptive rate streaming. As VR
in particular may encompass a video component, it is natural to
consider ICN for AR/VR.
There is a lot of existing work on ICN (say, caching or traffic
engineering [su2013benefit]) which could be applied to satisfy the
QoS requirements of the AR/VR applications, when possible.
3.1. Native Multicast Support
One of the key benefits from ICN is the native support for multicast.
For instance, [macedonia1995exploiting] quotes: "if the systems are
to be geographically dispersed, then highspeed, multicast
communication is required." Similarly, [frecon1998dive] states that:
"Scalability is achieved by making extensive use of multicast
techniques and by partitioning the virtual universe into smaller
regions."
In the sport use case, many users will be participating in the same
scene. They will have potentially distinct point of views, as each
may look into one specific direction. However, each of these views
may share some overlap with the others, as there is a natural focus
point within the event (say, the ball in a basketball game).
This means that many of the users will request some common data and
native multicast significantly reduces the bandwidth and in the case
of ICN, without extra signaling.
Further, the multicast tree should be adhoc, and dynamic to
efficiently support AR/VR. Back in 1995, [funkhouser1995ring]
attempted to identify the visual interactions in between entities
representing users in a VE so as to "reduce the number of messages
required to maintain consistent state among many workstations
distributed across a wide-area network. When an entity changes
state, update messages are sent only to workstations with entities
that can potentially perceive the change i.e., ones to which the
update is visible.}" [funkhouser1995ring] was able to reduce the
number of messages processed by client workstations by a factor of
40.
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It is unclear that ICN can assist in identifying which workstations
(or nowadays, which users) may perceive the status update of another
user (but naming the data at the network layer may help).
Nonetheless, the multicast tree to reach the set of clients that
would require an update is dynamically modified and the support for
multicast in ICN definitly supports this dynamic behavior.
3.2. Caching
The caching feature of ICN allows prefetching of data near the edge
some of the more static use cases; further, in the case of multiple
users sharing a VE, the caching allows to perform the content
placement phase for some users at the same time as the content
distribution phase of others, thereby reducing bandwidth consumption.
Caching is a prominent feature in an AR system: the data must be
nearby to reduce the round-trip time to access the data. Further, AR
data has a strong local component and therefore caching allows to
keep the information within the domain where it will be accessed.
ICN naturally supports caching, and provides content-based security
to allow any edge cache to hold and deliver the data.
3.3. Naming
Since only a partial Field of View is accessed from the whole
spherical view at any point in time, tiling the spherical view into
smaller areas and requesting the tiles that are viewed would reduce
the bandwidth consumption of AR/VR systems. This raises the obvious
question of naming semantics for tiles. New naming schemes that
allow for tiling should be devised.
3.4. Privacy
By enabling caching at the edge, ICN enhances the privacy of the
users. The user may access data locally, and thereby will not reveal
information beyond the network edge.
3.5. Other benefits?
TBD: any other aspects to consider.
3.6. Security Considerations
TODO.
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4. References
4.1. Normative References
[RFC7933] "Adaptive Video Streaming over Information-Centric
Networking (ICN)", RFC 7933, august 2016.
4.2. Informative References
[frecon1998dive]
and , "DIVE: A scaleable network architecture for
distributed virtual environments", Distributed Systems
Engineering vol 5, number 3 , 1998.
[funkhouser1995ring]
and , "RING: a client-server system for multi-user virtual
environments", ACM symposium on Interactive 3D graphics ,
1995.
[macedonia1995exploiting]
and , "Exploiting reality with multicast groups: a network
architecture for large-scale virtual environments",
Virtual Reality Annual International Symposium , 1995.
[su2013benefit]
and , "On the Benefit of Information Centric Networks for
Traffic Engineering", IEEE ICC , 2014.
[van2010survey]
and , "A survey of augmented reality technologies,
applications and limitations", International Journal of
Virtual Reality , 2010.
Author's Address
Cedric Westphal
Huawei
Email: Cedric.Westphal@huawei.com
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