360-Degree Video Streaming: A Survey of the State of the Art

360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. Video consumers are more interested in the immersive experience instead of co...

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Bibliographic Details
Main Authors: Rabia Shafi, Wan Shuai, Muhammad Usman Younus
Format: Article
Language:English
Published: MDPI AG 2020-09-01
Series:Symmetry
Subjects:
Online Access:https://www.mdpi.com/2073-8994/12/9/1491
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spelling doaj-055bcd7327da4e719df346cfe7726b502020-11-25T03:48:07ZengMDPI AGSymmetry2073-89942020-09-01121491149110.3390/sym12091491360-Degree Video Streaming: A Survey of the State of the ArtRabia Shafi0Wan Shuai1Muhammad Usman Younus2School of Electronics and Information, Northwestern Polytechnical University, Xi’an 710129, ChinaSchool of Electronics and Information, Northwestern Polytechnical University, Xi’an 710129, ChinaEcole Doctorale Mathématiques, Informatique, Télécommunications de Toulouse, Université Paul Sabatie, 31062 Toulouse, France360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. Video consumers are more interested in the immersive experience instead of conventional broadband televisions. The visible area (known as user’s viewport) of the video is displayed through Head-Mounted Display (HMD) with a very high frame rate and high resolution. Delivering the whole 360-degree frames in ultra-high-resolution to the end-user significantly adds pressure to the service providers’ overall intention. This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display. It overviews different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video. Next, the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented. Furthermore, several 360-degree audio technologies and a wide range of immersive applications are consequently deliberated. Finally, some significant research challenges and implications in the immersive multimedia environment are presented and explained in detail.https://www.mdpi.com/2073-8994/12/9/1491Virtual Reality (VR)360-degree videoTile-based streamingAudio techniquesHead-Mounted Display (HMD)
collection DOAJ
language English
format Article
sources DOAJ
author Rabia Shafi
Wan Shuai
Muhammad Usman Younus
spellingShingle Rabia Shafi
Wan Shuai
Muhammad Usman Younus
360-Degree Video Streaming: A Survey of the State of the Art
Symmetry
Virtual Reality (VR)
360-degree video
Tile-based streaming
Audio techniques
Head-Mounted Display (HMD)
author_facet Rabia Shafi
Wan Shuai
Muhammad Usman Younus
author_sort Rabia Shafi
title 360-Degree Video Streaming: A Survey of the State of the Art
title_short 360-Degree Video Streaming: A Survey of the State of the Art
title_full 360-Degree Video Streaming: A Survey of the State of the Art
title_fullStr 360-Degree Video Streaming: A Survey of the State of the Art
title_full_unstemmed 360-Degree Video Streaming: A Survey of the State of the Art
title_sort 360-degree video streaming: a survey of the state of the art
publisher MDPI AG
series Symmetry
issn 2073-8994
publishDate 2020-09-01
description 360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. Video consumers are more interested in the immersive experience instead of conventional broadband televisions. The visible area (known as user’s viewport) of the video is displayed through Head-Mounted Display (HMD) with a very high frame rate and high resolution. Delivering the whole 360-degree frames in ultra-high-resolution to the end-user significantly adds pressure to the service providers’ overall intention. This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display. It overviews different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video. Next, the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented. Furthermore, several 360-degree audio technologies and a wide range of immersive applications are consequently deliberated. Finally, some significant research challenges and implications in the immersive multimedia environment are presented and explained in detail.
topic Virtual Reality (VR)
360-degree video
Tile-based streaming
Audio techniques
Head-Mounted Display (HMD)
url https://www.mdpi.com/2073-8994/12/9/1491
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AT muhammadusmanyounus 360degreevideostreamingasurveyofthestateoftheart
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