Rendering Multi-party Mobile Augmented Reality From Edge
Lei Zhang
*†
, Andy Sun
†
, Ryan Shea
†
, Jiangchuan Liu
†
, Miao Zhang
†
{lza70,hpsun,rws1,jcliu,mza94}@sfu.ca
*
College of Computer Science and Software Engineering, Shenzhen University, Shenzhen, China
†
School of Computing Science, Simon Fraser University, Burnaby, Canada
ABSTRACT
Mobile augmented reality (MAR) augments a real-world environ-
ment (probably surrounding or close to the mobile user) by computer-
generated perceptual information. Utilizing the emerging edge com-
puting paradigm in MAR systems can reduce the power consump-
tion and computation load for the mobile devices and improve
responsiveness of the MAR service. Dierent from existing studies
that mainly explored how to better enable the MAR services utiliz-
ing edge computing resources, our focus is to optimize the video
generation stage of the edge-based MAR services–eciently using
the available edge computing resources to render and encode the
augmented reality as video streams to the mobile clients. Speci-
cally, for multi-party AR applications, we identify the advantages
and disadvantages of two encoding schemes, namely colocated
encoding and spilt encoding, and examine the trade-o between
performance and scalability when the rendering and encoding tasks
are colocated or split. Towards optimally placing AR video render-
ing and encoding in the edge, we formulate and solve the rendering
and encoding task assignment problem for multi-party edge-based
MAR services to maximize the QoS for the users and the edge
computing eciency. The proposed task assignment scheme is
proved to be superior through extensive trace-driven simulations
and experiments on our prototype system.
CCS CONCEPTS
• Information systems → Multimedia content creation; • Com-
puting methodologies → Mixed / augmented reality; • Net-
works → Cloud computing; • Human-centered computing →
Ubiquitous and mobile computing systems and tools.
KEYWORDS
Augmented Reality, Mobile, Edge Computing
ACM Reference Format:
Lei Zhang
*†
, Andy Sun
†
, Ryan Shea
†
, Jiangchuan Liu
†
, Miao Zhang
†
. 2019.
Rendering Multi-party Mobile Augmented Reality From Edge. In 29th ACM
SIGMM Workshop on Network and Operating Systems Support for Digital
Audio and Video (NOSSDAV ’19), June 21, 2019, Amherst, MA, USA. ACM,
New York, NY, USA, 6 pages. https://doi.org/10.1145/3304112.3325612
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© 2019 Association for Computing Machinery.
ACM ISBN 978-1-4503-6298-6/19/06. . . $15.00
https://doi.org/10.1145/3304112.3325612
Encoded Video
User Interactions
Video Stream
Rendering & Encoding
Instances
Sensor Data/
User Inputs
Rendering
Instance
Encoding Instances
MAR Clients
(b) Split Encoding (a) Collocated Encoding
MAR Clients
Figure 1: MAR rendering and encoding
1 INTRODUCTION
Integrating powerful sensing capability and unparalleled mobile
communication abilities smartphones have led to a plethora of new
and exciting applications, e.g., cognitive assistance, virtual/augmented
reality (VR/AR). Such mobile augmented reality (MAR) is extremely
promising for a wide range of applications such as gaming, tourism,
entertainment, advertisement, education, and manufacture [2]. It
has been reported that MAR will be the primary drive of a $108
billion virtual/augmented reality market by 2021
1
. In response to
such great popularity and huge market increase, major industry
players have released their AR develop platforms, such as Apple’s
ARKit
2
and Facebook’s AR Studio
3
, to incubate various novel MAR
apps. Other than the single-device AR applications, multi-party AR
applications are emerging and becoming more and more popular,
which allow multiple users to share and interact with the same aug-
mented reality and thus signicantly enhance the user experience.
Examples of multi-party AR applications can be the AR games
4
that allow multiple players to participate and compete with other.
Another timely example is augmented vehicular reality[10], which
utilizes visual information from nearby vehicles to broaden the
vehicle’s visual horizon through AR. Rather than being generated
by each client individually, such multi-party AR is contributed and
aected by all the users.
1
https://www.digi-capital.com/news/2017/01/after-mixed-year-mobile-ar-to-drive-
108-billion-vrar-market-by-2021/
2
https://developer.apple.com/arkit/
3
https://developers.facebook.com/products/ar-studio
4
https://developer.apple.com/documentation/arkit/swiftshot_creating_a_game_for_
augmented_reality
67