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Cloud Computation of VR/AR Applications

The resources required to make cloud computable VR applications possible under our current network architecture.

INTRODUCTION TO THE PROJECT

VR/AR applications require a powerful system capable of rendering a 3D environment at 90 frames per second. Most users do not own a system powerful enough to achieve this and are therefor restricted access to this medium. Full renderings of a VR/AR application would likely be more data than our current network architecture can support.  

The goal of this project is to investigate the usage, network requirements, and proposed solutions surrounding cloud computation and delivery of VR applications.

References

Cloud computation has become less of a buzz word and more of a ubiquitously used resource in the world of computers. It allows users, and corperations, to leverage large amounts of computational power without the need for an in house server. More recently, companies like Google Stadia have been using this resource to stream video game content to users. Google Stadia users may not own a system powerful enough the render the video games on their own. This allows users to access content that may have been previously out of reach. This off-site rendering is the main focus of this project.

[1]

Huawei, "Huawei Launches VR OpenLab Industry Cooperation Plan to Promote Construction of Cloud VR Industry Ecosystem," Hangzhou, China, 2017.

 

[2]

GSMA, "Cloud VR/AR Streaming: Accelerate mass adoption and improve quality of AR/VR using 5G and edge cloud," 2019. [Online]. Available: https://www.gsma.com/futurenetworks/wp-content/uploads/2019/03/Cloud-ARVR-booklet-for-MWC19.pdf. [Accessed 30 01 2020].

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[3]

X. Hou, Y. Lu and S. Dey, "Wireless VR/AR with Edge/Cloud Computing," in 2017 26th International Conference on Computer Communication and Networks (ICCCN), Vancouver, 2017.

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