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. Dierent 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–eciently 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 eciency. 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. 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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 signicantly 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 aected 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