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RFC 9699: Use Case for an Extended Reality Application on Edge Computing Infrastructure
- R. Krishna,
- A. Rahman
Abstract
This document explores the issues involved in the use of edge computing resources to operationalize a media use case that involves an Extended Reality (XR) application. In particular, this document discusses an XR application that can run on devices having different form factors (such as different physical sizes and shapes) and needs edge computing resources to mitigate the effect of problems such as the need to support interactive communication requiring low latency, limited battery power, and heat dissipation from those devices. This document also discusses the expected behavior of XR applications, which can be used to manage traffic, and the service requirements for XR applications to be able to run on the network. Network operators who are interested in providing edge computing resources to operationalize the requirements of such applications are the intended audience for this document.¶
Status of This Memo
This document is not an Internet Standards Track specification; it is published for informational purposes.¶
This document is a product of the Internet Engineering Task Force (IETF). It represents the consensus of the IETF community. It has received public review and has been approved for publication by the Internet Engineering Steering Group (IESG). Not all documents approved by the IESG are candidates for any level of Internet Standard; see Section 2 of RFC 7841.¶
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Copyright (c) 2024 IETF Trust and the persons identified as the document authors. All rights reserved.¶
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1. Introduction
Extended Reality (XR) is a term that includes Augmented
Reality (AR), Virtual Reality (VR), and Mixed Reality (MR)
[XR]. AR combines the real
and virtual, is interactive, and is aligned to the physical
world of the user [AUGMENTED_
XR applications have several requirements for the network and the
mobile devices running these applications. Some XR applications
(such as AR applications) require real-time processing of video
streams to recognize specific objects. This processing is then
used to overlay information on the video being displayed to the
user. In addition, other XR applications (such as AR and VR applications) also
require generation of new video frames to be played to the
user. Both the real-time processing of video streams and the
generation of overlay information are computationally intensive
tasks that generate heat [DEV_
Edge computing is an emerging paradigm where, for the purpose of this document, computing resources and storage are made available in close
network proximity at the edge of the Internet to mobile devices and sensors [EDGE_
- Disaggregation:
- Using Software
-Defined Networking (SDN) to break vertically integrated systems into independent components. These components can have open interfaces that are standard, well documented, and non -proprietary .¶ - Virtualization:
- Being able to run multiple independent copies of those components, such as SDN Controller applications and Virtual Network Functions, on a common hardware platform.¶
- Commoditization:
- Being able to elastically scale those virtual components across commodity hardware as the workload dictates.¶
Such techniques enable XR applications that require low latency and high bandwidth to be delivered by proximate edge devices. This is because the disaggregated components can run on proximate edge devices rather than on a remote cloud several hops away and deliver low-latency, high-bandwidth service to offloaded applications [EDGE_
This document discusses the issues involved when edge computing
resources are offered by network operators to operationalize the
requirements of XR applications running on devices with various form
factors. For the purpose of this document, a network operator is any
organization or individual that manages or operates the computing
resources or storage in close network proximity to a mobile device
or sensor. Examples of form factors include the following: 1)
head-mounted displays (HMDs), such as optical see-through HMDs and
video see-through HMDs, 2) hand-held displays, and 3) smartphones
with video cameras and location
2. Use Case
This use case involves an XR application running on a mobile device. Consider a group of tourists who are taking a tour around the historical site of the Tower of London. As they move around the site and within the historical buildings, they can watch and listen to historical scenes in 3D that are generated by the XR application and then overlaid by their XR headsets onto their real-world view. The headset continuously updates their view as they move around.¶
The XR application first processes the scene that the walking tourist is watching in real time and identifies objects that will be targeted for overlay of high-resolution videos. It then generates high-resolution 3D images of historical scenes related to the perspective of the tourist in real time. These generated video images are then overlaid on the view of the real world as seen by the tourist.¶
This processing of scenes and generation of high-resolution images are discussed in greater detail below.¶
2.1. Processing of Scenes
The task of processing a scene can be broken down into a pipeline of three consecutive subtasks: tracking, acquisition of a model of the real world, and registration [AUGMENTED].¶
- Tracking:
- The XR application that runs on the mobile device needs to track the six-dimensional pose (translational in the three perpendicular axes and rotational about those three axes) of the user's head, eyes, and objects that are in view [AUGMENTED]. This requires tracking natural features (for example, points or edges of objects) that are then used in the next stage of the pipeline.¶
- Acquisition of a model of the real world:
- The
tracked natural features are used to develop a model of the
real world. One of the ways this is done is to develop a model based on an
annotated point cloud (a set of points in space that are
annotated with descriptors) that is then stored in
a database. To ensure that this database can be scaled up,
techniques such as combining client-side simultaneous
tracking and mapping with server-side localization are used
to construct a model of the real world [SLAM_
1 ] [SLAM_2 ] [SLAM_3 ] [SLAM_4 ]. Another model that can be built is based on a polygon mesh and texture mapping technique. The polygon mesh encodes a 3D object's shape, which is expressed as a collection of small flat surfaces that are polygons. In texture mapping, color patterns are mapped onto an object's surface. A third modeling technique uses a 2D lightfield that describes the intensity or color of the light rays arriving at a single point from arbitrary directions. Such a 2D lightfield is stored as a two-dimensional table. Assuming distant light sources, the single point is approximately valid for small scenes. For larger scenes, many 3D positions are additionally stored, making the table 5D. A set of all such points (either a 2D or 5D lightfield) can then be used to construct a model of the real world [AUGMENTED].¶ - Registration:
- The coordinate systems,
brightness, and color of virtual and real objects need to be
aligned with each other; this process is called
"registration" [REG]. Once the
natural features are tracked as discussed above, virtual
objects are geometrically aligned with those features by
geometric registration. This is followed by resolving
occlusion that can occur between virtual and real objects
[OCCL_
1 ] [OCCL_2 ]. The XR application also applies photometric registration [PHOTO_REG ] by aligning brightness and color between the virtual and real objects. Additionally, algorithms that calculate global illumination of both the virtual and real objects [GLB_ILLUM_ ] [GLB_1 ILLUM_ ] are executed. Various algorithms are also required to deal with artifacts generated by lens distortion [LENS_2 DIST ], blur [BLUR], noise [NOISE], etc.¶
2.2. Generation of Images
The XR application must generate a high-quality video that has the
properties described above and overlay the video on the XR device's
display. This step is called "situated visualization". A situated
visualization is a visualization in which the virtual objects that need to
be seen by the XR user are overlaid correctly on the real world. This
entails dealing with registration errors that may arise, ensuring that
there is no visual interference [VIS_
3. Technical Challenges and Solutions
As discussed in Section 2, the components of XR applications perform tasks that are computationally intensive, such as real-time generation and processing of high-quality video content. This section discusses the challenges such applications can face as a consequence and offers some solutions.¶
As a result of performing computationally intensive tasks on XR devices such as XR glasses,
excessive heat is generated by the chipsets that are involved
in the computation [DEV_
A solution to problem of heat dissipation and battery drainage is to offload the processing and video generation tasks to the remote cloud. However, running such tasks on the cloud is not feasible as the end-to-end delays must be within the order of a few milliseconds. Additionally, such applications require high bandwidth and low jitter to provide a high QoE to the user. In order to achieve such hard timing constraints, computationally intensive tasks can be offloaded to edge devices.¶
Another requirement for our use case and similar applications, such as 360-degree streaming (streaming of video that represents a view in every direction in 3D space), is that the display on
the XR device should synchronize the visual input with the way the user is moving their head. This synchronization
is necessary to avoid motion sickness that results from a time lag between when the user moves their head and
when the appropriate video scene is rendered. This time lag is often called "motion
Note that the edge device providing the computation and storage is itself limited in such resources compared to the cloud. For example, a sudden surge in demand from a large group of tourists can overwhelm the device. This will result in a degraded user experience as their XR device experiences delays in receiving the video frames. In order to deal with this problem, the client XR applications will need to use ABR algorithms that choose bitrate policies tailored in a fine-grained manner to the resource demands and play back the videos with appropriate QoE metrics as the user moves around with the group of tourists.¶
However, the heavy-tailed nature of several operational parameters (e.g.,
buffer occupancy, throughput, client-server latency, and variable
transmission times) makes prediction
4. XR Network Traffic
4.1. Traffic Workload
As discussed in Sections 1 and 3, the parameters that capture the characteristics of XR application behavior are heavy-tailed. Examples of such parameters include the distribution of arrival times between XR application invocations, the amount of data transferred, and the inter-arrival times of packets within a session. As a result, any traffic model based on such parameters is also heavy-tailed. Using these models to predict performance under alternative resource allocations by the network operator is challenging. For example, both uplink and downlink traffic to a user device has parameters such as volume of XR data, burst time, and idle time that are heavy-tailed.¶
Table 1 below shows various
streaming video applications and their associated throughput
requirements [METRICS_
Thus, the provisioning of edge servers (in terms of the number of servers, the topology, the placement of servers, the assignment of link capacity, CPUs, and Graphics Processing Units (GPUs)) should be performed with the above factors in mind.¶
| Application | Throughput Required |
|---|---|
|
Real-world objects annotated with text and images for workflow assistance (e.g., repair)¶ |
1 Mbps¶ |
|
Video conferencing¶ |
2 Mbps¶ |
|
3D model and data visualization¶ |
2 to 20 Mbps¶ |
|
Two-way 3D telepresence¶ |
5 to 25 Mbps¶ |
|
Current-Gen 360-degree video (4K)¶ |
10 to 50 Mbps¶ |
|
Next-Gen 360-degree video (8K, 90+ frames per second, high dynamic range, stereoscopic)¶ |
50 to 200 Mbps¶ |
|
6DoF video or point cloud¶ |
200 to 1000 Mbps¶ |
4.2. Traffic Performance Metrics
The performance requirements for XR traffic have characteristics that need to be considered when operationalizin
The bandwidth requirements of XR applications are substantially higher than those of video-based applications.¶
The latency requirements of XR applications have been studied recently [XR_
- The uploading of data from an XR device to a remote server for processing dominates the end-to-end latency.¶
- A lack of visual features in the grid environment can cause increased latencies as the XR device uploads additional visual data for processing to the remote server.¶
- XR applications tend to have large bursts that are separated by significant time gaps.¶
Additionally, XR applications interact with each other on a timescale of an RTT propagation, and this must be considered when operationalizin
Table 2 shows a taxonomy of
applications with their associated required response times and
bandwidths (this data is from Table V in [METRICS_
Our use case requires a response time of 20 ms at most and preferably between 7-15 ms, as discussed earlier. This requirement for response time is similar to the first two entries in Table 2. Additionally, the required bandwidth for our use case is 200 to 1000 Mbps (see Section 4.1). Since our use case envisages multiple users running the XR application on their devices and connecting to the edge server that is closest to them, these latency and bandwidth connections will grow linearly with the number of users. The operators should match the network provisioning to the maximum number of tourists that can be supported by a link to an edge server.¶
| Application | Required Response Time | Expected Data Capacity | Possible Implementations |
|---|---|---|---|
|
Mobile XR-based remote assistance with uncompressed 4K (1920x1080 pixels) 120 fps HDR 10-bit real-time video stream¶ |
Less than 10 milliseconds¶ |
Greater than 7.5 Gbps¶ |
Assisting maintenance technicians, Industry 4.0 remote maintenance, remote assistance in robotics industry¶ |
|
Indoor and localized outdoor navigation¶ |
Less than 20 milliseconds¶ |
50 to 200 Mbps¶ |
Guidance in theme parks, shopping malls, archaeological sites, and museums¶ |
|
Cloud-based mobile XR applications¶ |
Less than 50 milliseconds¶ |
50 to 100 Mbps¶ |
Google Live View, XR-enhanced Google Translate¶ |
5. Conclusion
In order to operationalize a use case such as the one presented in this document, a network operator could dimension their network to provide a short and high-capacity network path from the edge computing resources or storage to the mobile devices running the XR application. This is required to ensure a response time of 20 ms at most and preferably between 7-15 ms. Additionally, a bandwidth of 200 to 1000 Mbps is required by such applications. To deal with the characteristics of XR traffic as discussed in this document, network operators could deploy a managed edge cloud service that operationally provides dynamic placement of XR servers, mobility support, and energy management. Although the use case is technically feasible, economic viability is an important factor that must be considered.¶
6. IANA Considerations
This document has no IANA actions.¶
7. Security Considerations
The security issues for the presented use case are similar to those described in [DIST], [NIST1], [CWE], and [NIST2]. This document does not introduce any new security issues.¶
8. Informative References
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-
Wroclawski, J., "The Use of RSVP with IETF Integrated Services", RFC 2210, DOI 10
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-
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Acknowledgements
Many thanks to Spencer Dawkins, Rohit Abhishek, Jake Holland, Kiran Makhijani, Ali Begen, Cullen Jennings, Stephan Wenger, Eric Vyncke, Wesley Eddy, Paul Kyzivat, Jim Guichard, Roman Danyliw, Warren Kumari, and Zaheduzzaman Sarker for providing helpful feedback, suggestions, and comments.¶