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Cooperative Caching, Rendering, and Beamforming for RIS-Assisted Wireless Virtual Reality Networks | IEEE Journals & Magazine | IEEE Xplore

Cooperative Caching, Rendering, and Beamforming for RIS-Assisted Wireless Virtual Reality Networks


Abstract:

Wireless virtual reality networks(WVRNs) provide seamless connectivity between virtual reality devices with colossal application and commercial value. However, the main p...Show More

Abstract:

Wireless virtual reality networks(WVRNs) provide seamless connectivity between virtual reality devices with colossal application and commercial value. However, the main problem restricting its development is the high energy and computational consumption in 3D video rendering on VR devices. To address this issue, we propose a novel coordinated multi-point (CoMP) and reconfigurable intelligent surfaces (RISs) assisted system, where the video is rendered by multiple collaborative mobile edge computing (MEC) servers simultaneously. Besides, BSs associated with these MEC servers are formed as a CoMP cluster to achieve a high data rate. This paper aims to minimize long-term power consumption by jointly optimizing the video caching and rendering at the MEC servers and the beamforming for both BSs and RIS. We propose an online, hybrid learning framework that combines deep reinforcement learning (DRL) for video caching and rendering, and an alternating optimization for the beamforming of all BSs and the RIS. In particular, the reward of each action in the DRL algorithm is calculated by the proposed alternating optimization problem, thus reducing the action space and accelerating convergence speed. Numerical results and comparison experiments show that our proposed method can effectively reduce the long-term average power consumption of the system, satisfy the requirement of 3D video transmission with low computational complexity, and outperform that without CoMP and RIS techniques.
Published in: IEEE Transactions on Vehicular Technology ( Volume: 73, Issue: 5, May 2024)
Page(s): 6845 - 6860
Date of Publication: 21 December 2023

ISSN Information:

Funding Agency:

References is not available for this document.

I. Introduction

Virtual reality (VR) technology has been viewed as a promising solution for creating highly immersive virtual worlds and breaking geographical boundaries. The new features have endowed tremendous interest from various fields, such as treating mental diseases, manufacturing, education, sales, and consumer-oriented applications [1]. It is predicted that the market for the VR ecosystem will reach 80 billion by the end of 2025, which is almost the exact size of the desktop PC market nowadays [2]. However, the main disadvantage of recent VR technologies lies in the wired connection between VR users and servers. As a result, the mobility of VR users is severely constrained. To overcome this issue, VR devices with wireless connections have been proposed. As such, VR users can get rid of power and video transmission cables, thus bringing an immersive experience from anywhere at any time. However, it is worth pointing out that leveraging wireless technology for VR applications is still very challenging. First, due to the high resolution of 360-degree VR video, VR applications require significantly higher data rates than conventional data-orientated applications. According to the report by Qualcomm [3], the overall capacity requirement for VR applications can reach 22 Tbps, which can hardly be satisfied with existing wireless techniques. Besides, VR applications require low interaction latency and seamless connectivity to avoid VR vertigo [4], which poses a massive challenge for existing wireless networks.

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References

References is not available for this document.