Cloud VR

Book description

Based on the technical accumulation and practice of Huawei iLab in the Cloud VR field, this book is easy to understand and practical, and is suitable for VR vendors, VR technology enthusiasts, carriers, network vendors, cloud service providers, universities, and other enterprises or scientific research institutes.

Table of contents

  1. Cover
  2. Half Title
  3. Title Page
  4. Copyright Page
  5. Table of Contents
  6. Prologue 1
  7. Prologue 2
  8. Preface
  9. Overview
  10. Acknowledgment
  11. 1 Cloud VR Overview
    1. 1.1 VR Overview
      1. 1.1.1 What is VR?
      2. 1.1.2 VR development
      3. 1.1.3 VR features
    2. 1.2 VR industry environment
      1. 1.2.1 VR industry chain
      2. 1.2.2 Investment in the VR industry
      3. 1.2.3 VR industry policies
    3. 1.3 Dilemmas of VR
      1. 1.3.1 Fractured ecosystem
      2. 1.3.2 Unaffordable
      3. 1.3.3 Limited experience
    4. 1.4 Emergence of cloud VR
      1. 1.4.1 Cloud is the future
      2. 1.4.2 Cloud-based applications are supported by network infrastructure
      3. 1.4.3 Cloud VR will drive the industry
    5. 1.5 Application scenarios of cloud VR
      1. 1.5.1 Application scenarios at homes
      2. 1.5.2 Application scenarios of industries
  12. 2 Cloud VR Technologies
    1. 2.1 Cloud VR service and experience
      1. 2.1.1 Cloud VR service types
      2. 2.1.2 Cloud VR key elements for experience
    2. 2.2 Overall technical architecture
    3. 2.3 Cloud VR technical architecture and key technologies of weak-interaction services
      1. 2.3.1 Core technical architecture
      2. 2.3.2 Key issues: coding, decoding, and transmission of large-volume VR video data
      3. 2.3.3 Key technologies: cloud VR video transmission technology
    4. 2.4 Technical architecture and key technologies of strong-interaction cloud VR services
      1. 2.4.1 Core technical architecture
      2. 2.4.2 Key issues: meeting MTP delay requirement
      3. 2.4.3 Key technologies: cloud VR real-time rendering technology
    5. 2.5 Cloud, pipe, and device technical requirements
      1. 2.5.1 Cloud VR development phases
      2. 2.5.2 Key service metrics
      3. 2.5.3 Platform, network, and terminal technology requirements
  13. 3 Cloud VR Service Platform Technologies
    1. 3.1 Weak-interaction cloud VR service platform
      1. 3.1.1 Service platform overview
      2. 3.1.2 Coding/decoding technologies
      3. 3.1.3 Streaming technology
      4. 3.1.4 CDN technology
      5. 3.1.5 FoV transmission technology
    2. 3.2 Strong-interaction cloud VR service platform
      1. 3.2.1 Service platform overview
      2. 3.2.2 Virtualization technology
      3. 3.2.3 Rendering technology
      4. 3.2.4 Fast coding/decoding technologies
      5. 3.2.5 Streaming technology
  14. 4 Cloud VR Network Solution
    1. 4.1 Network metric requirements of cloud VR services
      1. 4.1.1 Network metric requirements for weak-interaction cloud VR services
      2. 4.1.2 Network metric requirements of strong-interaction cloud VR services
    2. 4.2 Target network architecture of cloud VR services
      1. 4.2.1 Comfortable-experience phase
      2. 4.2.2 Ideal-experience phase
      3. 4.2.3 It is recommended that CDN nodes and cloud rendering nodes be deployed on metro networks
      4. 4.2.4 Metro network
      5. 4.2.5 Access network
      6. 4.2.6 Home network
      7. 4.2.7 5G network
    3. 4.3 Cloud VR network transmission solution
      1. 4.3.1 Dual-channel transmission
      2. 4.3.2 Single-channel transmission
      3. 4.3.3 Casting transmission solution
    4. 4.4 QoS planning and deployment
      1. 4.4.1 Priority marking
      2. 4.4.2 CAR/shaping
      3. 4.4.3 Scheduling deployment
    5. 4.5 Future network evolution strategy of cloud VR
      1. 4.5.1 Wi-Fi technology evolution: 60 GHz
      2. 4.5.2 Access technology evolution: 25G/50G/100G PON
      3. 4.5.3 Metro network evolution: flattened network architecture and WDM deployment at COs
      4. 4.5.4 Cloud–network synergy with deterministic low latency
  15. 5 Cloud VR Terminals
    1. 5.1 Cloud VR terminal forms
      1. 5.1.1 Working principles of VR terminals
      2. 5.1.2 Classification and comparison of VR terminals
      3. 5.1.3 Cloud VR terminal selection
    2. 5.2 Development status of key cloud VR terminal technologies
      1. 5.2.1 Chip technology
      2. 5.2.2 Display technology
      3. 5.2.3 Perception and interaction
      4. 5.2.4 Network transmission
      5. 5.2.5 Head motion rendering
    3. 5.3 Interconnection between cloud VR terminals and the cloud platform
      1. 5.3.1 Cloud platform interconnection requirements
      2. 5.3.2 System function customization
      3. 5.3.3 Login authentication
      4. 5.3.4 UI customization
      5. 5.3.5 Application integration
      6. 5.3.6 Casting
      7. 5.3.7 System upgrade
  16. 6 Research on Cloud VR Service Experience
    1. 6.1 Analysis and modeling
      1. 6.1.1 Definition and breakdown of immersive VR requirements
      2. 6.1.2 Definition and breakdown of interactive VR requirements
    2. 6.2 Evaluation baseline
      1. 6.2.1 Evaluation items
      2. 6.2.2 Evaluation methods
  17. 7 Cloud VR Business Practices
    1. 7.1 Cloud VR brings market opportunities to operators
      1. 7.1.1 Current status of the cloud VR industry
      2. 7.1.2 Operators have advantages in developing cloud VR
      3. 7.1.3 Telco cloud VR industry ecosystem
    2. 7.2 2C/2H business practices of telco cloud VR
      1. 7.2.1 Business model design
      2. 7.2.2 User package design
    3. 7.3 B2B2C business practices of telco cloud VR
      1. 7.3.1 Business model design
      2. 7.3.2 Cloud VR live broadcast practices
  18. 8 Future of Cloud VR
  19. Acronyms and Abbreviations
  20. References
  21. Index

Product information

  • Title: Cloud VR
  • Author(s): Huaping Xiong, Dawei Li, Kun Huang, Mu Xu, Yin Huang, Lingling Xu, Jianfei Lai, Shengjun Qian
  • Release date: November 2020
  • Publisher(s): CRC Press
  • ISBN: 9781000221442