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Chao Zhou 0004

dblp:72/4184-4 · DBLP profile ↗
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8ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0003-2969-3042ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-authorComputer networks · 3 · 2 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer networks
5 papers
Content delivery and video streaming · 97% Internet architecture and protocols · 3%
Computer graphics and multimedia
5 papers
Image and video coding · 54% Virtual and augmented reality · 35% Multimedia systems and quality of experience · 11%

Topics — the 12 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Content delivery and video streaming
360-degree video streaming
1.752020
AdaP-360: User-Adaptive Area-of-Focus Projections for Bandwidth-Efficient 360-Degree Video Streaming · ACM Multimedia 2020
MiniView Layout for Bandwidth-Efficient 360-Degree Video · ACM Multimedia 2018
ClusTile: Toward Minimizing Bandwidth in 360-degree Video Streaming · INFOCOM 2018
Content delivery and video streaming › 360-degree video streaming
viewport-adaptive streaming
1.132020
AdaP-360: User-Adaptive Area-of-Focus Projections for Bandwidth-Efficient 360-Degree Video Streaming · ACM Multimedia 2020
MiniView Layout for Bandwidth-Efficient 360-Degree Video · ACM Multimedia 2018
OpTile: Toward Optimal Tiling in 360-degree Video Streaming · ACM Multimedia 2017
Image and video coding › immersive video coding
360-degree video coding
0.412019
Companion Paper for · ACM Multimedia 2019
Content delivery and video streaming
bitrate adaptation
0.312018
BAS-360°: Exploring Spatial and Temporal Adaptability in 360-degree Videos over HTTP/2 · INFOCOM 2018
Content delivery and video streaming › 360-degree video streaming
tile-based adaptive streaming
0.312018
BAS-360°: Exploring Spatial and Temporal Adaptability in 360-degree Videos over HTTP/2 · INFOCOM 2018
Content delivery and video streaming › 360-degree video streaming
tile-based streaming
0.312018
ClusTile: Toward Minimizing Bandwidth in 360-degree Video Streaming · INFOCOM 2018
Image and video coding
video compression
0.222018
MiniView Layout for Bandwidth-Efficient 360-Degree Video · ACM Multimedia 2018
OpTile: Toward Optimal Tiling in 360-degree Video Streaming · ACM Multimedia 2017
Virtual and augmented reality › immersive display
head-mounted display viewing
0.112020
AdaP-360: User-Adaptive Area-of-Focus Projections for Bandwidth-Efficient 360-Degree Video Streaming · ACM Multimedia 2020
Virtual and augmented reality
immersive video
0.112020
AdaP-360: User-Adaptive Area-of-Focus Projections for Bandwidth-Efficient 360-Degree Video Streaming · ACM Multimedia 2020
Multimedia systems and quality of experience
video quality assessment
0.112019
Companion Paper for · ACM Multimedia 2019
Internet architecture and protocols › world wide web › web protocols
HTTP/2
0.112018
BAS-360°: Exploring Spatial and Temporal Adaptability in 360-degree Videos over HTTP/2 · INFOCOM 2018
Mathematical optimization
integer programming
0.112018
ClusTile: Toward Minimizing Bandwidth in 360-degree Video Streaming · INFOCOM 2018

Methods — techniques the papers use, named apart from their topics

user-adaptive projection · 0.9bandwidth-efficient transmission · 0.9viewport prediction · 0.7temporal adaptability · 0.7spatial adaptability · 0.7integer linear programming · 0.7clustering · 0.7motion-constrained tiling · 0.6adaptive streaming · 0.6
YearPublicationVenuePosition
2020 AdaP-360: User-Adaptive Area-of-Focus Projections for Bandwidth-Efficient 360-Degree Video Streaming
abstract
360-degree video is an emerging medium that presents an immersive view of the environment to the user. Despite its potential to provide an immersive watching experience, 360-degree video has not achieved widespread popularity. A significant cause of this slow adoption is the high-bandwidth requirements of the format. The primary source of bandwidth inefficiency in 360-degree video streaming, un-addressed in popular transmission methods, is the discrepancy between the pixels sent over the network (typically the full omnidirectional view) and the pixels displayed in the head-mounted display's field of view. At worst, roughly 88% of transmitted pixels remain unviewed.
Chao Zhou 0004, Shuoqian Wang, Mengbai Xiao, Sheng Wei 0001, Yao Liu 0001
ACM Multimedia1
2019 Companion Paper for
abstract
This artifact includes source code, scripts and datasets required to reproduce the experimental figures in the evaluation of the MM'18 paper, which is entitled "MiniView Layout for Bandwidth-Efficient 360-Degree Video". The artifact reports the comparison results among the standard cube layout (CUBE), the equi-angular layout (EAC), and the MiniView layout (MVL) in terms of compressed video size, visual quality of views and decoding and rendering time.
Mengbai Xiao, Shuoqian Wang, Chao Zhou 0004, Li Liu 0045, Zhenhua Li 0001, Yao Liu 0001, Songqing Chen, Lucile Sassatelli, Gwendal Simon
ACM Multimedia3
2018 BAS-360°: Exploring Spatial and Temporal Adaptability in 360-degree Videos over HTTP/2
abstract
Today, 360-degree video streaming has become a popular Internet service with the rise of affordable virtual reality (VR) technologies. However, streaming 360-degree videos suffers from the prohibitive bandwidth demand. Existing bandwidth-efficient solutions mainly focus on exploiting the inherent spatial adaptability of 360-degree videos, delivering only video content (spatially-cut tiles) in the viewer's region of interest (ROI) with higher quality. Temporal adaptability, which has been widely leveraged in HTTP streaming, has not been well exploited to select proper quality for video segments according to the bandwidth variations. When these two dimensions of adaptability are jointly considered, bitrate selection for the tiles become more complicated and challenging. The importance of a tile with a spatial coordination played at a specific time should be quantified so that we can determine how to allocate bandwidth for improving the viewer's quality of experience. Furthermore, viewer's head orientation prediction is highly variable, which makes the determination of important tiles highly dynamic. In addition, network fluctuations are very common on the Internet. To overcome these challenges, we propose Bi-Adaptive Streaming for 360-degree videos (BAS-360°). In BAS-360°, both spatial and temporal adaptabilities are explored in the bitrate selection for different tiles. The objective is to minimize the bandwidth waste by allocating bandwidth to more important tiles (the tiles that are more likely to be watched). To tackle the high variability of visual region prediction and the unpredictable network fluctuations, we employ two features provided by HTT P /2: stream termination and stream priority, to efficiently organize tile delivery. Evaluation results show that BAS-360° outperforms naive tile-based 360-degree video streaming strategies when network fluctuations or errors in viewport predictions occur.
Mengbai Xiao, Chao Zhou 0004, Viswanathan (Vishy) Swaminathan, Yao Liu 0001, Songqing Chen
INFOCOM2
2018 ClusTile: Toward Minimizing Bandwidth in 360-degree Video Streaming
abstract
360-degree video has the potential to transform the video streaming experience by providing a more-immersive environment for users to interact with than standard streaming video. This experience is hampered, however, by high bandwidth requirements resulting from the extra information associated with the 360-degree frames. Because users cannot see this full 360-degree view, but the full view is transmitted in the majority of 360-degree streaming systems, there is much potential to reduce wasted bandwidth in this domain. We propose ClusTile, a tiling approach formulated to select a set of tiles that allows minimal bandwidth needed to be used when streaming 360-degree video over an expected set of views. These tiles are selected by solving a set of integer linear programs (ILPs) independently on clusters of collected user views. The clustering approach reduces computation requirements of the ILPs to practical levels. Tilings computed from ClusTile can save up to 76% bandwidth compared to standard 360-degree streaming and up to 52% bandwidth compared to best-performing fixed tiling schemes.
Chao Zhou 0004, Mengbai Xiao, Yao Liu 0001
INFOCOM1
2018 MiniView Layout for Bandwidth-Efficient 360-Degree Video
abstract
With the recent increase in popularity of VR devices, 360-degree video has become increasingly popular. As more users experience this new medium, it will likely see further increases in popularity as users experience its greater immersiveness compared to traditional video streams. 360-degree video streams must encode the omnidirectional view, and, with current encoding techniques, these views require significantly higher bandwidth than traditional video streams. These larger bandwidth requirements comprise the main barrier toward wider adoption by video streaming services.
Mengbai Xiao, Shuoqian Wang, Chao Zhou 0004, Li Liu 0045, Zhenhua Li 0001, Yao Liu 0001, Songqing Chen
ACM Multimedia3
2018 On the Effectiveness of Offset Projections for 360-Degree Video Streaming
abstract
A new generation of video streaming technology, 360-degree video, promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices—users can control the field of view using head movements rather than needing to manipulate external devices. Although 360-degree video could revolutionize the streaming experience, its large-scale adoption is hindered by a number of factors: 360-degree video streams have larger bandwidth requirements and require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams. In this article, we review standard approaches toward 360-degree video encoding and compare these to families of approaches that distort the spherical surface to allow oriented concentrations of the 360-degree view. We refer to these distorted projections as offset projections. Our measurement studies show that most types of offset projections produce rendered views with better quality than their nonoffset equivalents when view orientations are within 40 or 50 degrees of the offset orientation. Offset projections complicate adaptive 360-degree video streaming because they require a combination of bitrate and view orientation adaptations. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.
Chao Zhou 0004, Zhenhua Li 0001, Joe Osgood, Yao Liu 0001
ACM Trans. Multim. Comput. Commun. Appl.1
2017 OpTile: Toward Optimal Tiling in 360-degree Video Streaming
abstract
360-degree videos are encoded for adaptive streaming by first projecting the spherical surface onto two-dimensional frames, then encoding these as standard video segments. During playback of these 360-degree videos, the video player renders the portion of the spherical surface in the direction of the user's view. These user viewports typically cover only a small portion of the 360 degree surface, causing much of the downloaded bandwidth to be wasted. Tile-based approaches can reduce the wasted bandwidth by cutting video spatially into motion-constrained rectangles. Streaming logic then only needs to download the tiles necessary to render the viewport seen by the user. Existing tile-based approaches cut 360-degree videos into tiles of fixed sizes. These fixed-size tiling approaches, however, suffer from reduced encoding efficiency. Tiling cuts away portions of the video that can be copied by the encoder from adjacent frames or within the current frame that are needed for effective video compression.
Mengbai Xiao, Chao Zhou 0004, Yao Liu 0001, Songqing Chen
ACM Multimedia2
2017 A Measurement Study of Oculus 360 Degree Video Streaming
abstract
360 degree video is anew generation of video streaming technology that promises greater immersiveness than standard video streams. This level of immersiveness is similar to that produced by virtual reality devices -- users can control the field of view using head movements rather than needing to manipulate external devices. Although 360 degree video could revolutionize streaming technology, large scale adoption is hindered by a number of factors. 360 degree video streams have larger bandwidth requirements, require faster responsiveness to user inputs, and users may be more sensitive to lower quality streams.; [email protected] this paper, we review standard approaches toward 360 degree video encoding and compare these to a new, as yet unpublished, approach by Oculus which we refer to as the offset cubic projection. Compared to the standard cubic encoding, the offset cube encodes a distorted version of the spherical surface, devoting more information (i.e., pixels) to the view in a chosen direction. We estimate that the offset cube representation can produce better or similar visual quality while using less than 50% pixels under reasonable assumptions about user behavior, resulting in 5.6% to 16.4% average savings in video bitrate. During 360 degree video streaming, Oculus uses a combination of quality level adaptation and view orientation adaptation. We estimate that this combination of streaming adaptation in two dimensions can cause over 57% extra segments to be downloaded compared to an ideal downloading strategy, wasting 20% of the total downloading bandwidth.
Chao Zhou 0004, Zhenhua Li 0001, Yao Liu 0001
MMSys1