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Note for Toward Immersive Experience

Overview Link: Toward Immersive Experience: Evaluation for Interactive Network Services Level: IEEE Network 2022 Keywords: QoE Metrics Background Compared with traditional QoE for regular video/audio services, the existing work on IE is still in its infancy. This work aims at providing systematic and comprehensive research on IE for interactive network services, mainly studying the following three fundamental and challenging issues. What is the essential difference between IE and traditional QoE? Which categories of factors mainly influence IE?

WebGL Samples Explanation

Context Create an HTML5 canvas Get the canvas id Obtain WebGL Context The parameter WebGLContextAttributes is not mandatory. Attributes Description Default value alpha true: provide an alpha buffer to the canvas; true depth true: drawing buffer contains a depth buffer of at least 16 bits; true stencil true: drawing buffer contains a stencil buffer of at least 8 bits; false antialias true: drawing buffer performs anti-aliasing true premultipliedAlpha true: drawing buffer contains colors with pre-multiplied alpha true preserveDrawingBuffer true: buffers will not be cleared and will preserve their values until cleared or overwritten by the author false 1 2 let canvas = document.

WebGL Samples

Structure of WebGL Application WebGL application code is a combination of JavaScript and OpenGL Shader Language. JavaScript is required to communicate with the CPU. OpenGL Shader Language is required to communicate with the GPU. Samples 2D coordinates 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 <!

WebGL Pipeline

Overview JavaScript JavaScript is used to write the control code of the program, which includes the following actions: Initialization: initialize WebGL context. Arrays: create arrays to hold the data of the geometry. Buffer objects: create buffer objects by passing the arrays as parameters. Shaders: create, compile and link the shaders. Attributes: create attributes, enable them and associate them with buffer objects. Uniforms: associate the uniforms. Transformation matrix: create transformation matrix. Vertex Shader The vertex shader is executed for each vertex provided in the vertex buffer object when start the rendering process by invoking the methods drawElements() and drawArrays().

Note for Survey on Bitrate Adaptation Schemes for Streaming Media Over HTTP (2)

Bitrate Adaptation Schemes Client-based Recently, most of the proposed bitrate adaptation schemes reside at the client side, according to the specifications in the DASH standard. Purposes: Minimal rebuffering events when the playback buffer depletes. Minimal startup delay especially in case of live video streaming. A high overall playback bitrate level with respect to network resources. Minimal video quality oscillations, which occur due to frequent switching. Available bandwidth-based The client makes its representation decisions based on the measured available network bandwidth, which is usually calculated as the size of the fetched segment(s) divided by the transfer time.

Note for Survey on Bitrate Adaptation Schemes for Streaming Media Over HTTP (1)

Paper Overview Link: Level: IEEE Communications Surveys & Tutorials 2019 Background Traditional non-HAS IP-based streaming The client receives media that is typically pushed by a media server using connection-oriented protocol such as Real-time Messaging Protocol(RTMP/TCP) or connectionless protocol such as Real-time Transport Protocol(RTP/UDP). Real-time Streaming Protocol(RTSP) is a common protocol to control the media servers, which is responsible for setting up a streaming session and keeping the state information during this session, but is not responsible for actual media delivery(task for protocol like RTP).