I. Introduction
Mobile virtual reality (VR) is expected to become an extremely popular application on 5 G networks and refers to the transmission of video and sound files from a cloud server to a user’s terminal device via a multihop network in order to achieve storage and rendering by the cloud server or edge server in virtual reality business. For example, this application is practical with the aid of cloud computing technology and stable gigabit fiber networks [1]. A 360-degree video, which is also known as a three-degree-of-freedom (3-DoF) spherical video, can provide users with an immersive experience. Because 360-degree mobile virtual reality video (MVRV) combines the multiple requirements of high capacity of enhanced mobile broadband (eMBB) services and stringent latency and reliability of ultra-reliable low-latency communication (URLLC) services, there are currently many technical difficulties in supporting this application [2], [3]. Currently, research in this area focuses not only on traditional approaches including increasing the transmission rate or decreasing the bandwidth requirements but also on jointly utilizing the resources of caching, computation, communication (3 C) [4]–[6].