ABSTRACT
Combining advanced sensors and powerful processing capabilities smart-phone based augmented reality (AR) is becoming increasingly prolific. The increase in prominence of these resource hungry AR applications poses significant challenges to energy constrained environments such as mobile-phones.; AB@To that end we present a platform for offloading AR applications to powerful cloud servers. We implement this system using a thin-client design and explore its performance using the real world application Pokemon Go as a case study. We show that with careful design a thin client is capable of offloading much of the AR processing to a cloud server, with the results being streamed back. Our initial experiments show substantial energy savings, low latency and excellent image quality even at relatively low bit-rates.
- Wei Cai, Ryan Shea, Chun-Ying Huang, Kuan-Ta Chen, Jiangchuan Liu, Victor CM Leung, and Cheng-Hsin Hsu. 2016. The Future of Cloud Gaming {Point of View}. Proc. IEEE 104, 4 (2016), 687--691.Google ScholarCross Ref
- Hal Hodson. 2012. Google's Ingress game is a gold mine for augmented reality. New Scientist 216, 2893 (2012), 19.Google Scholar
- Wenlu Hu, Ying Gao, Kiryong Ha, Junjue Wang, Brandon Amos, Zhuo Chen, Padmanabhan Pillai, and Mahadev Satyanarayanan. 2016. Quantifying the impact of edge computing on mobile applications. In Proceedings of the 7th ACM SIGOPS Asia-Pacific Workshop on Systems. ACM, 5. Google ScholarDigital Library
- Chun-Ying Huang, Cheng-Hsin Hsu, Yu-Chun Chang, and Kuan-Ta Chen. 2013. Gaming Anywhere: an open cloud gaming system. In Proceedings of the 4th ACM multimedia systems conference. ACM, 36--47. Google ScholarDigital Library
- Zhanpeng Huang, Weikai Li, Pan Hui, and Christoph Peylo. 2014. CloudRidAR: A cloud-based architecture for mobile augmented reality. In Proceedings of the 2014 workshop on Mobile augmented reality and robotic technology-based systems. ACM, 29--34. Google ScholarDigital Library
- Puneet Jain, Justin Manweiler, and Romit Roy Choudhury. 2015. Overlay: Practical mobile augmented reality. In Proceedings of the 13th Annual International Conference on Mobile Systems, Applications, and Services. ACM, 331--344. Google ScholarDigital Library
- Puneet Jain, Justin Manweiler, and Romit Roy Choudhury. 2016. Low Bandwidth Offload for Mobile AR. In Proceedings of the 12th International on Conference on emerging Networking Experiments and Technologies. ACM, 237--251. Google ScholarDigital Library
- Li Lin et al. 2014. Liverender: A cloud gaming system based on compressed graphics streaming. In Proceedings of the 22nd ACM international conference on Multimedia. ACM, 347--356. Google ScholarDigital Library
- Fangming Liu, Peng Shu, Hai Jin, Linjie Ding, Jie Yu, Di Niu, and Bo Li. 2013. Gearing resource-poor mobile devices with powerful clouds: architectures, challenges, and applications. IEEE Wireless communications 20, 3 (2013), 14--22.Google Scholar
- Nayyab Zia Naqvi, Karel Moens, Arun Ramakrishnan, Davy Preuveneers, Danny Hughes, and Yolande Berbers. 2015. To cloud or not to cloud: a context-aware deployment perspective of augmented reality mobile applications. In Proceedings of the 30th Annual ACM Symposium on Applied Computing. ACM, 555--562. Google ScholarDigital Library
- B. Richerzhagen, D. Stingl, R. Hans, C. Gross, and R. Steinmetz. 2014. Bypassing the cloud: Peer-assisted event dissemination for augmented reality games. In Proc. IEEE International Conference on Peer-to-Peer Computing (P2P). 1--10.Google Scholar
- Mahadev Satyanarayanan. 2015. A brief history of cloud offload: A personal journey from odyssey through cyber foraging to cloudlets. GetMobile: Mobile Computing and Communications 18, 4 (2015), 19--23. Google ScholarDigital Library
- Ryan Shea, Jiangchuan Liu, Edith C-H Ngai, and Yong Cui. 2013. Cloud gaming: architecture and performance. IEEE Network 27, 4 (2013), 16--21.Google ScholarCross Ref
- Bowen Shi, Ji Yang, Zhanpeng Huang, and Pan Hui. 2015. Offloading Guidelines for Augmented Reality Applications on Wearable Devices. In Proceedings of the 23rd ACM international conference on Multimedia. ACM, 1271--1274. Google ScholarDigital Library
- Luke Stone. 2016. Bringing Pokemon GO to life on Google cloud. https://cloudplatform.googleblog.com/2016/09/bringing-Pokemon-GO-to-life-on-Google-Cloud.html. (29 09 2016).Google Scholar
Index Terms
- Towards Fully Offloaded Cloud-based AR: Design, Implementation and Experience
Recommendations
On the Networking Challenges of Mobile Augmented Reality
VR/AR Network '17: Proceedings of the Workshop on Virtual Reality and Augmented Reality NetworkIn this paper, we conduct a reality check for Augmented Reality (AR) on mobile devices. We dissect and measure the cloud-offloading feature for computation-intensive visual tasks of two popular commercial AR systems. Our key finding is that their cloud-...
CARS: Collaborative Augmented Reality for Socialization
HotMobile '18: Proceedings of the 19th International Workshop on Mobile Computing Systems & ApplicationsAs Augmented Reality (AR) ties closely to the physical world, its users looking at overlapped scenes are likely to be in the vicinity of each other, which naturally enables the collaboration and interaction among them. In this paper, we propose CARS (...
Exhibition approach using an AR and VR pillar
SA '17: SIGGRAPH Asia 2017 Mobile Graphics & Interactive ApplicationsThis demonstration presents a development of an Augmented Reality (AR) and Virtual Reality (AR) pillar, a novel approach for showing AR and VR content in a public setting. A pillar in a public exhibition venue was converted to a four-sided AR and VR ...
Comments