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Learning-based Prediction, Rendering and Transmission for Interactive Virtual Reality in RIS-Assisted Terahertz Networks

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 Added by Xiaonan Liu
 Publication date 2021
and research's language is English




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The quality of experience (QoE) requirements of wireless Virtual Reality (VR) can only be satisfied with high data rate, high reliability, and low VR interaction latency. This high data rate over short transmission distances may be achieved via abundant bandwidth in the terahertz (THz) band. However, THz waves suffer from severe signal attenuation, which may be compensated by the reconfigurable intelligent surface (RIS) technology with programmable reflecting elements. Meanwhile, the low VR interaction latency may be achieved with the mobile edge computing (MEC) network architecture due to its high computation capability. Motivated by these considerations, in this paper, we propose a MEC-enabled and RIS-assisted THz VR network in an indoor scenario, by taking into account the uplink viewpoint prediction and position transmission, MEC rendering, and downlink transmission. We propose two methods, which are referred to as centralized online Gated Recurrent Unit (GRU) and distributed Federated Averaging (FedAvg), to predict the viewpoints of VR users. In the uplink, an algorithm that integrates online Long-short Term Memory (LSTM) and Convolutional Neural Networks (CNN) is deployed to predict the locations and the line-of-sight and non-line-of-sight statuses of the VR users over time. In the downlink, we further develop a constrained deep reinforcement learning algorithm to select the optimal phase shifts of the RIS under latency constraints. Simulation results show that our proposed learning architecture achieves near-optimal QoE as that of the genie-aided benchmark algorithm, and about two times improvement in QoE compared to the random phase shift selection scheme.



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120 - Xiaonan Liu , , Yansha Deng 2020
Wireless-connected Virtual Reality (VR) provides immersive experience for VR users from any-where at anytime. However, providing wireless VR users with seamless connectivity and real-time VR video with high quality is challenging due to its requirements in high Quality of Experience (QoE) and low VR interaction latency under limited computation capability of VR device. To address these issues,we propose a MEC-enabled wireless VR network, where the field of view (FoV) of each VR user can be real-time predicted using Recurrent Neural Network (RNN), and the rendering of VR content is moved from VR device to MEC server with rendering model migration capability. Taking into account the geographical and FoV request correlation, we propose centralized and distributed decoupled Deep Reinforcement Learning (DRL) strategies to maximize the long-term QoE of VR users under the VR interaction latency constraint. Simulation results show that our proposed MEC rendering schemes and DRL algorithms substantially improve the long-term QoE of VR users and reduce the VR interaction latency compared to rendering at VR devices
Wireless Virtual Reality (VR) users are able to enjoy immersive experience from anywhere at anytime. However, providing full spherical VR video with high quality under limited VR interaction latency is challenging. If the viewpoint of the VR user can be predicted in advance, only the required viewpoint is needed to be rendered and delivered, which can reduce the VR interaction latency. Therefore, in this paper, we use offline and online learning algorithms to predict viewpoint of the VR user using real VR dataset. For the offline learning algorithm, the trained learning model is directly used to predict the viewpoint of VR users in continuous time slots. While for the online learning algorithm, based on the VR users actual viewpoint delivered through uplink transmission, we compare it with the predicted viewpoint and update the parameters of the online learning algorithm to further improve the prediction accuracy. To guarantee the reliability of the uplink transmission, we integrate the Proactive retransmission scheme into our proposed online learning algorithm. Simulation results show that our proposed online learning algorithm for uplink wireless VR network with the proactive retransmission scheme only exhibits about 5% prediction error.
Terahertz spectrum is being researched upon to provide ultra-high throughput radio links for indoor applications, e.g., virtual reality (VR), etc. as well as outdoor applications, e.g., backhaul links, etc. This paper investigates a monopulse-based beam tracking approach for limited mobility users relying on sparse massive multiple input multiple output (MIMO) wireless channels. Owing to the sparsity, beamforming is realized using digitally-controlled radio frequency (RF) / intermediate-frequency (IF) phase shifters with constant amplitude constraint for transmit power compliance. A monopulse-based beam tracking technique, using received signal strength indi-cation (RSSI) is adopted to avoid feedback overheads for obvious reasons of efficacy and resource savings. The Matlab implementation of the beam tracking algorithm is also reported. This Matlab implementation has been kept as general purpose as possible using functions wherein the channel, beamforming codebooks, monopulse comparator, etc. can easily be updated for specific requirements and with minimum code amendments.
Reconfigurable intelligent surfaces (RISs) are considered as potential technologies for the upcoming sixth-generation (6G) wireless communication system. Various benefits brought by deploying one or multiple RISs include increased spectrum and energy efficiency, enhanced connectivity, extended communication coverage, reduced complexity at transceivers, and even improved localization accuracy. However, to unleash their full potential, fundamentals related to RISs, ranging from physical-layer (PHY) modelling to RIS phase control, need to be addressed thoroughly. In this paper, we provide an overview of some timely research problems related to the RIS technology, i.e., PHY modelling (including also physics), channel estimation, potential RIS architectures, and RIS phase control (via both model-based and data-driven approaches), along with recent numerical results. We envision that more efforts will be devoted towards intelligent wireless environments, enabled by RISs.
In this work, we propose a beam training codebook for Reconfigurable Intelligent Surface (RIS) assisted mmWave uplink communication. Beam training procedure is important to establish a reliable link between user node and Access point (AP). A codebook based training procedure reduces the search time to obtain best possible phase shift by RIS controller to align incident beam at RIS in the direction of receiving node. We consider a semi passive RIS to assist RIS controller with a feedback of minimum overhead. It is shown that the procedure detects a mobile node with high probability in a short interval of time. Further we use the same codebook at user node to know the desired direction of communication via RIS.
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