Stefano Petrangeli

dblp:135/0037 · DBLP profile ↗
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55ranked-venue papers
16as first author
21since 2021 · last 2025
0000-0002-5492-7747ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 39 · 9 first-author · 19 since 2021Computer networks · 15 · 6 first-author · 2 since 2021Artificial intelligence and machine learning · 4 · 3 since 2021Databases, data management, data science and information retrieval · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2025 SmartEdit: Editing-driven Engagement Prediction and Enhancement of Short-Videos
abstract
Today, short-videos dominate social media, yet short-video creators lack systematic tools to predict engagement and refine content before uploading. Existing approaches focus primarily on post-publication metrics, failing to address engagement prediction via video editing elements. To address this, we curate VidES, a novel dataset linking short-vdieo engagement to specific editing elements, referred to as Edit Signals (e.g.: narration, text overlays). VidES contains overall engagement scores and detailed human evaluations of Edit Signals. Building on VidES, we propose SmartEdit, a multi-stage framework that predicts short-video engagement and generates actionable improvement suggestions based on Edit Signals. SmartEdit decomposes engagement prediction into interpretable components and uses few-shot Multi-modal Large Language Models to provide specific feedback for content refinement. Experimental results validate SmartEdit’s effectiveness, demonstrating its superiority over zero-shot methods. This work bridges the gap between intuitive and data-driven short-video editing, offering the first dataset and tool tailored for Edit Signal-based short-video refinement.
Saumya Gupta, Ishita Dasgupta 0002, Stefano Petrangeli, Somdeb Sarkhel
ICME3
2025 Alice: Low-latency Image Live Co-editing via Adaptation
abstract
Image live co-editing (LCE), which allows users to edit a shared image concurrently and remotely, is rising in popularity. However, fluctuating resources (i.e., bandwidth and computation), as well as varying degrees of edit complexity, make it challenging to achieve low-latency image live co-editing, which drastically degrades the user experience. To address this issue, we propose Alice, a cross-platform compression adaptation framework that incorporates three core designs. First, Alice leverages both data-based (i.e., sending compressed pixels) and operation-based (i.e., sending image editing operation APIs and corresponding parameters) approaches for image edit transmission. Second, Alice combines diverse modern lossless compression techniques and their various configurations to enhance the adaptability of data-based transmission. Third, Alice features a lookup table (LUT)-based decision framework to determine the best transmission strategy for image edits in real time. We implement Alice and integrate it into our image LCE testbed. Our extensive evaluation shows that, compared to the baselines using a fixed transmission strategy, Alice achieves up to 95% latency reduction with negligible overhead.
Anlan Zhang, Stefano Petrangeli, Feng Qian 0001
NOSSDAV2
2025 Offloading-based Power-Efficient Mobile VTuber Live Streaming
abstract
Virtual YouTuber (VTuber) live streaming, which renders and streams a virtual avatar of the actual streamer on top of the live camera view, has gained significant popularity recently. Despite the engaging user experience, the intensive and power-consuming computations required by VTuber applications, such as facial feature extraction and avatar rendering, pose significant challenges to the constrained battery life of mobile devices. We develop a power-efficient VTuber live streaming system by offloading the camera view and the computation-intensive operations from the mobile device to an edge server. Our approach not only reduces the power consumption of the mobile device but also enables larger-scale rendering of multiple avatars, which is infeasible in existing mobile VTuber systems. Furthermore, to reduce the bandwidth overhead caused by the camera view offloading, we develop an adaptive framerate control mechanism to dynamically adjust the framerate of the offloaded camera view based on the variations of inter-frame luminance, as well as resolution control to dynamically adjust the resolution of the offloaded camera view based on the number and size of the faces. Our evaluations on the end-to-end VTuber live streaming system demonstrate 26%-29% power savings with limited latency, bandwidth, and quality overhead.
Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Sheng Wei 0001
ACM Trans. Multim. Comput. Commun. Appl.2
2024 Large Content And Behavior Models To Understand, Simulate, And Optimize Content And Behavior
abstract
Shannon and Weaver's seminal information theory divides communication into three levels: technical, semantic, and effectiveness. While the technical level deals with the accurate reconstruction of transmitted symbols, the semantic and effectiveness levels deal with the inferred meaning and its effect on the receiver. Large Language Models (LLMs), with their wide generalizability, make some progress towards the second level. However, LLMs and other communication models are not conventionally designed for predicting and optimizing communication for desired receiver behaviors and intents. As a result, the effectiveness level remains largely untouched by modern communication systems. In this paper, we introduce the receivers' "behavior tokens," such as shares, likes, clicks, purchases, and retweets, in the LLM's training corpora to optimize content for the receivers and predict their behaviors. Other than showing similar performance to LLMs on content understanding tasks, our trained models show generalization capabilities on the behavior dimension for behavior simulation, content simulation, behavior understanding, and behavior domain adaptation. We show results on all these capabilities using a wide range of tasks on three corpora. We call these models Large Content and Behavior Models (LCBMs). Further, to spur more research on LCBMs, we release our new Content Behavior Corpus (CBC), a repository containing communicator, message, and corresponding receiver behavior (https://behavior-in-the-wild.github.io/LCBM).
Ashmit Khandelwal, Aditya Agrawal, Aanisha Bhattacharyya, Yaman Singla, Somesh Singh 0003, Uttaran Bhattacharya, Ishita Dasgupta 0002, Stefano Petrangeli, Rajiv Ratn Shah, Changyou Chen, Balaji Krishnamurthy
ICLR8
2024 Integrating Content Authenticity with DASH Video Streaming
abstract
The importance of content authenticity and provenance has significantly increased in the digital era, due to the rampant spread of misinformation, which makes it necessary to build safe and trustworthy systems. To this effect, the Coalition for Content Provenance and Authenticity (C2PA) has emerged as a leading organization that provides content provenance (https://c2pa.org/), certifying the source and history of media content, which empowers users to assess the authenticity and trustworthiness of a piece of content. The group has created the specification and various tools for generating, attaching, and verifying C2PA manifest for different media assets such as audio, image, and video files. However, there is still a gap when it comes to video streaming, where fragmented MP4 (fMP4) files are commonly used. Although the C2PA standard has specified the manifest generation of fMP4 files, the verification and visualization of the result during consumption is left unspecified. In this paper, we introduce a client-side implementation of C2PA validation for video streaming. Our solution builds on top of DASH.js for the player engine and video.js for the player UI. As the content plays, the provenance verification result is displayed on the player UI through the timeline and an C2PA icon, reflecting whether the verification has passed for the content being viewed. Viewers can also quickly check additional information, such as the content authors and editing history, using a second-level menu by clicking the icon. Our demo showcases that our solution provides robust verification, smooth playback, and an intuitive UI for users to stream videos with content authenticity.
Stefano Petrangeli, Maurice Fisher, Dave Kozma, Massy Mahamli, Pia Blumenthal, Andy Parsons
MMSys1
2023 VADER: Video Alignment Differencing and Retrieval
abstract
We propose VADER, a spatio- temporal matching, alignment, and change summarization method to help fight misinformation spread via manipulated videos. VADER matches and coarsely aligns partial video fragments to candidate videos using a robust visual descriptor and scalable search over adaptively chunked video content. A transformer- based alignment module then refines the temporal localization of the query fragment within the matched video. A space- time comparator module identifies regions of manipulation between aligned content, invariant to any changes due to any residual temporal misalignments or artifacts arising from non- editorial changes of the content. Robustly matching video to a trusted source enables conclusions to be drawn on video provenance, enabling informed trust decisions on content encountered. Code and data are available at https://github.com/AlexBlck/vader
Alexander Black 0001, Simon Jenni, Tu Bui, Md. Mehrab Tanjim, Stefano Petrangeli, Ritwik Sinha, Viswanathan (Vishy) Swaminathan, John P. Collomosse
ICCV5
2023 EHT-SR: An Entropy-Based Hybrid Approach for Faster Super-Resolution
abstract
Deep neural networks have produced tremendous advancements in super-resolution (SR) results. These improvements often come at the cost of inference latency, which is particularly important in low-resource devices. This paper therefore proposes a novel method to optimize the inference latency of SR models, called EHT-SR (Entropy-Based Hybrid Tiled SR), which leverages both accurate but slow DNN-based methods and a simple but fast bicubic interpolation for super-resolution. Particularly, we observe that a lightweight bicubic interpolation can still provide good image super-resolution quality for selected regions of the input image. An entropy-based heuristic, which we derive from a rigorous analysis of the bicubic interpolation, allows to select the best tiles in the input image that can be super-resolved using bicubic interpolation, while the remaining tiles are processed using a DNN-based SR method. This approach allows us to consistently speed-up the SR inference latency with only minimal degradation in image quality. Extensive evaluation results with different SR baselines and datasets show how our EHT-SR approach can speed-up inference by up to 27% and 39% on GPU and CPU platforms, respectively, without negatively impacting the quality of the super-resolved content.
Abhilash Dharmavarapu, Stefano Petrangeli, Jiashen Cao, Hyesoon Kim
ISM2
2023 Active Context Modeling for Efficient Image and Burst Compression
abstract
State-of-the-art compression frameworks usually contain a prediction module and an error context modeling module to reduce redundancy among pixels and improve compression performance. Modern compression algorithms are context adaptive. While adaptive compression algorithms improve over a static context model, they are computationally prohibitive, as the model has to be learned per image during encoding. In this work, we formulate the problem of active context modeling where we train an approximated error context model using an actively selected subset of pixels to significantly speedup the error context modeling while minimizing the impact on compression rate. We investigate the proposed active context modeling framework for both single image compression and burst image compression where the goal is to compress a set of images (usually 6 to 12) captured at a very short time interval between each other. We find that our active context modeling framework is significantly faster than the state-of-the-art while achieving a comparable compression rate. These results indicate the utility of the proposed active context modeling framework for image compression.
Gang Wu 0013, Stefano Petrangeli, Ryan Rossi, Viswanathan (Vishy) Swaminathan
ISM3
2023 GPU-accelerated Lossless Image Compression with Massive Parallelization
abstract
With the rapid increase of digital content like images or videos nowadays, compression technology contributes more to saving storage or transferring time with large-scale data. While some existing methods already achieved a great compression ratio, they are not applicable to certain live applications under low efficiency. In this work, we use massive parallelization to speed up the SOTA baseline FLIF, including bitwise-equivalent speedup and learning-based speedup. Our method achieves $38.7 \times$ throughputs for encoding and $2.45 \times$ throughputs for decoding, compared to the baseline FLIF.
Gang Wu 0013, Viswanathan (Vishy) Swaminathan, Stefano Petrangeli, Tong Yu 0001
ISM5
2023 Content-aware Progressive Image Compression and Syncing
abstract
Progressive image compression and syncing between devices is an important and challenging problem. When the users are collaboratively editing the same image online, they would expect the changes made by others to be instantly displayed on their side. Since such syncing can be very frequent and usually the image sizes are significantly larger than text data, image live co-editing cannot be easily achieved in the same way as those commonly seen in document co-editing tools. While previous compression techniques like PNG, JPEG and FLIF enable spatially progressive compression, they do not support content-aware compression. Thus, even though the image can be gradually displayed, users cannot prioritize the transmission and display of the most important bits of the image, and often times the resulting pixelation during syncing greatly hurts the user experience. Many existing works on saliency detection can be utilized to provide content awareness. However, many of those techniques are deep-learning-based and it would be computationally prohibitive to directly use them in a latency sensitive scenario like collaborative editing on client devices. In this work, we aim to find a middle ground between a good quality pixel prioritization strategy and extremely fast compression. We start with the pipeline proposed in FLIF and improve it with an entropy-based pixel prioritization strategy, which enables better progressive compression and syncing. Specifically, we modify the traditional Adam interlacing mode [1] to enable an arbitrary pixel transmission order avoiding spatial dependency issues. After constructing the MANIAC tree, we calculate entropy values for each leaf nodes and use them to determine the priority. In addition, we propose to use pixel masks of individual zoom levels to indicate the positions of the transmitted pixels. We further integrate the mask compression algorithm to reduce the communication cost. Through extensive experiments on over 2000 images, we show our proposed method outperforms the baseline methods.
Junda Wu, Tong Yu 0001, Gang Wu 0013, Stefano Petrangeli, Handong Zhao, Sungchul Kim, Viswanathan (Vishy) Swaminathan
ISM5
2023 Power Efficient Mobile VTuber Live Streaming
abstract
Virtual YouTuber (VTuber) live streaming, which renders and streams a virtual avatar of the real-person streamer on top of the live camera view, has gained significant popularity recently. Despite the engaging user experience, the intensive and power-consuming computations required by VTuber, such as facial feature extraction and avatar rendering, pose significant challenges to the constrained battery life of the mobile device. We develop a power efficient VTuber live streaming system by offloading the camera view and the computation-intensive operations from the mobile device to an edge server, which not only significantly reduces the power consumption of the mobile device but also enables larger-scale rendering of multiple avatars that are not feasible in the existing mobile VTuber systems. Furthermore, to reduce the bandwidth overhead caused by the camera view offloading, we develop an adaptive framerate control mechanism to dynamically adjust the framerate of the offloaded camera view based on the variations of inter-frame luminance. Our evaluations on the end-to-end VTuber live streaming system demonstrate significant power savings with limited bandwidth, latency, and quality overhead.
Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Sheng Wei 0001
MMAsia2
2023 Recipe2Video: Synthesizing Personalized Videos from Recipe Texts
abstract
Procedural texts are a special type of documents that contain complex textual descriptions for carrying out a sequence of instructions. Due to the lack of visual cues, it often becomes difficult to consume the textual information effectively. In this paper, we focus on recipes - a particular type of procedural document and introduce a novel deep-learning driven system - Recipe2Video that automatically converts a recipe document into a multimodal illustrative video. Our method employs novel retrieval and re-ranking methods to select the best set of images and videos that can provide the desired illustration. We formulate a Viterbi-based optimization algorithm to stitch together a coherent video that combines the visual cues, text and voice-over to present an enhanced mode of consumption. We design automated metrics and compare performance across several baselines on two recipe datasets (RecipeQA, Tasty Videos). Our results on downstream tasks and human studies indicate that Recipe2Video captures the semantic and sequential information of the input in the generated video.
Prateksha Udhayanan, Suryateja BV, Parth Laturia, Dev Chauhan, Darshan Khandelwal, Stefano Petrangeli, Balaji Vasan Srinivasan
WACV6
2022 Contextualized Styling of Images for Web Interfaces using Reinforcement Learning
abstract
Content personalization is one of the foundations of today’s digital marketing. Often the same image needs to be adapted for different design schemes for content that is created for different occasions, geographic locations or other aspects of the target population. We present a novel reinforcement learning (RL) based method for automatically stylizing images to complement the design scheme of media, e.g., interactive websites, apps, or posters. Our approach considers attributes related to the design of the media and adapts the style of the input image to match the context. We do so using a preferential reward system in the RL framework that learns a reward function using human feedback. We conducted several user studies to evaluate our approach and demonstrate that we are able to effectively adapt image styles to different design schemes. In user studies, images stylized through our approach were the most preferred variation across a majority of our experiments. Additionally, we also release a dataset consisting of perceptual associations of web context with the associated image style.
Pooja Guhan, Saayan Mitra, Somdeb Sarkhel, Stefano Petrangeli, Ritwik Sinha, Viswanathan (Vishy) Swaminathan, Aniket Bera, Dinesh Manocha
ISM4
2022 Towards Efficient Video Super Resolution for Faster Streaming
abstract
Live Video Streaming contributes to a major portion of Internet traffic. Low network bandwidth conditions can negatively impact the quality of the live video stream, which should be as high as possible for a good user experience. An emergent solution to deal with this problem is to use Video Super Resolution (VSR) methods to only transmit a lower quality version of the video, and super resolve it to a higher quality version at the client side, therefore saving on the amount of data to transmit. While up-scaling incoming low resolution video frames, it is important to consider the tradeoff between quality and latency of the super resolved output video. This is necessary to ensure that the super resolution process does not negatively impact the latency of the live video stream. The goal of this work is to investigate this trade off and present our approach based on a combination of super resolution and video frames interpolation. We propose a new strategy to super resolve the input video by leveraging both VSR and Video Interpolation (VI) in order to speed up computation without impacting the quality of the final video. Preliminary experimental results confirm that, compared with standalone VSR models, our proposed pipelined VSR+VI approach achieves 20% performance speedup, with little impact on the the quality of the final output video.
Sowmya Vasuki Jallepalli, Pratik Mulchandani, Chirag Trasikar, Chetan Manjesh, Viswanathan (Vishy) Swaminathan, Stefano Petrangeli
ISM7
2022 Task-Oriented Near-Lossless Burst Compression
abstract
Unlike single images, capturing bursts enables many possible downstream tasks (e.g. superresolution, HDR enhancement) due to the rich information preserved in the consecutive frames. Efficient compression of these bursts is therefore essential given the additional frames to store. In this paper, we propose a novel near-lossless compression method that can preserve the most relevant information in the burst to enable multiple downstream image enhancement tasks, while at the same time reducing the file size. Specifically, we propose a two-bitstream near-lossless compression pipeline that controls the image-space distortion at frame level, and introduce the Lipschitz condition to bound the task-space distortion at burst level. Experiments conducted on a real-world burst dataset confirm the benefit of the proposed solution in terms of rate-distortion both in the burst frame space and the superresolution task space, a popular downstream task in burst processing.
Weixin Jiang, Gang Wu 0013, Viswanathan (Vishy) Swaminathan, Stefano Petrangeli, Ryan Rossi, Nedim Lipka
ISM4
2022 Towards Accurate Positioning in Multiuser Augmented Reality on Mobile Devices
abstract
Multiuser Augmented Reality (MuAR) is essential to implementing the vision of Metaverse for its capability to provide immersive and interactive experiences. In such experiences, peer positions are critical to understand each other’s intentions and actions so as to guarantee the smooth cooperation among users. However, we find that the explicit peer positions provided by the current practice could be incomplete and/or inaccurate in some situations, which leads to the weakened spatial awareness. To achieve the accurate peer tracking in MuAR, we propose a novel multiple sensors information fusion method, CSA (Coordinate System Alignment), to detect and correct defective relative positions by the current practice. CSA firstly formulates problem of correcting erroneous positions into an overdetermined system, and then finds the solution by applying the simulated annealing algorithm to expedite the search process. The evaluation results show that CSA’s ability to reduce errors significantly (58.3% on average) under long-term error duration, especially its advantage in reducing the relative direction errors. The result confirms the potential of CSA to provide reliable peer tracking in MuAR. Meanwhile, it does not impose extra restrictions on users’ practice with current mobile devices in experiences.
Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Fei Li 0001, Songqing Chen
ISM3
2022 Show Me What I Like: Detecting User-Specific Video Highlights Using Content-Based Multi-Head Attention
abstract
We propose a method to detect individualized highlights for users on given target videos based on their preferred highlight clips marked on previous videos they have watched. Our method explicitly leverages the contents of both the preferred clips and the target videos using pre-trained features for the objects and the human activities. We design a multi-head attention mechanism to adaptively weigh the preferred clips based on their object- and human-activity-based contents, and fuse them using these weights into a single feature representation for each user. We compute similarities between these per-user feature representations and the per-frame features computed from the desired target videos to estimate the user-specific highlight clips from the target videos. We test our method on a large-scale highlight detection dataset containing the annotated highlights of individual users. Compared to current baselines, we observe an absolute improvement of 2-4% in the mean average precision of the detected highlights. We also perform extensive ablation experiments on the number of preferred highlight clips associated with each user as well as on the object- and human-activity-based feature representations to validate that our method is indeed both content-based and user-specific.
Uttaran Bhattacharya, Gang Wu 0013, Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Dinesh Manocha
ACM Multimedia3
2022 A Reality Check of Positioning in Multiuser Mobile Augmented Reality: Measurement and Analysis
abstract
Multiuser Augmented Reality (MuAR) is essential to implementing the vision of Metaverse. With the pervasive mobile devices, MuAR enables multiple devices to share a common AR experience. In such experiences, the peer positions are critical to understand peers' intentions and actions so as to achieve the smooth interaction in AR. Such a spacial awareness requirement poses new challenges to MuAR. Traditionally, in AR experiences designed for the single user, the SLAM algorithm is adopted to compute self positions. However, the computed positions cannot be directly used to compute the relative positions of peer devices in MuAR, because they are computed with respect to independent coordinate systems associated with participating devices. To fill in the gap, the industry has recently proposed to implement peer tracking with the help of built-in Ultra Wideband (UWB) chip. In this work, we aim to perform a reality check on the proposed support, with the Nearby Interaction (NI) framework developed for iOS mobile devices as an example. The goal of our study is to gain an in-depth understanding about the reliability of the proposed support and identify potential issues. Through extensive measurements, we discover the peer tracking solution is not reliable sometimes, in terms of availability and accuracy. Furthermore, with regard to erroneous position reports, we present a quantitative analysis, summarizing the error types (e.g., transient errors and permanent errors) and revealing their underlying reasons. We believe the preliminary findings could help to improve the spacial awareness and enhance user experiences in MuAR.
Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Fei Li 0001, Songqing Chen
MMAsia3
2022 Tailor Me: An Editing Network for Fashion Attribute Shape Manipulation
abstract
Fashion attribute editing aims to manipulate fashion images based on a user-specified attribute, while preserving the details of the original image as intact as possible. Recent works in this domain have mainly focused on direct manipulation of the raw RGB pixels, which only allows to perform edits involving relatively small shape changes (e.g., sleeves). The goal of our Virtual Personal Tailoring Network (VPTNet) is to extend the editing capabilities to much larger shape changes of fashion items, such as cloth length. To achieve this goal, we decouple the fashion attribute editing task into two conditional stages: shape-then-appearance editing. To this aim, we propose a shape editing network that employs a semantic parsing of the fashion image as an interface for manipulation. Compared to operating on the raw RGB image, our parsing map editing enables performing more complex shape editing operations. Second, we introduce an appearance completion network that takes the previous stage results and completes the shape difference regions to produce the final RGB image. Qualitative and quantitative experiments on the DeepFashion-Synthesis dataset confirm that VPTNet outperforms state-of-the-art methods for both small and large shape attribute editing.
Youngjoong Kwon, Stefano Petrangeli, Dahun Kim, Viswanathan (Vishy) Swaminathan, Henry Fuchs
WACV2
2022 Instant Reality: Gaze-Contingent Perceptual Optimization for 3D Virtual Reality Streaming
abstract
Media streaming, with an edge-cloud setting, has been adopted for a variety of applications such as entertainment, visualization, and design. Unlike video/audio streaming where the content is usually consumed passively, virtual reality applications require 3D assets stored on the edge to facilitate frequent edge-side interactions such as object manipulation and viewpoint movement. Compared to audio and video streaming, 3D asset streaming often requires larger data sizes and yet lower latency to ensure sufficient rendering quality, resolution, and latency for perceptual comfort. Thus, streaming 3D assets faces remarkably additional than streaming audios/videos, and existing solutions often suffer from long loading time or limited quality. To address this challenge, we propose a perceptually-optimized progressive 3D streaming method for spatial quality and temporal consistency in immersive interactions. On the cloud-side, our main idea is to estimate perceptual importance in 2D image space based on user gaze behaviors, including where they are looking and how their eyes move. The estimated importance is then mapped to 3D object space for scheduling the streaming priorities for edge-side rendering. Since this computational pipeline could be heavy, we also develop a simple neural network to accelerate the cloud-side scheduling process. We evaluate our method via subjective studies and objective analysis under varying network conditions (from 3G to 5G) and edge devices (HMD and traditional displays), and demonstrate better visual quality and temporal consistency than alternative solutions.
Shaoyu Chen, Budmonde Duinkharjav, Xin Sun 0014, Li-Yi Wei, Stefano Petrangeli, Jose Echevarria, Cláudio T. Silva, Qi Sun 0003
IEEE Trans. Vis. Comput. Graph.5
2021 HighlightMe: Detecting Highlights from Human-Centric Videos
abstract
We present a domain- and user-preference-agnostic approach to detect highlightable excerpts from human-centric videos. Our method works on the graph-based representation of multiple observable human-centric modalities in the videos, such as poses and faces. We use an autoencoder network equipped with spatial-temporal graph convolutions to detect human activities and interactions based on these modalities. We train our network to map the activity- and interaction-based latent structural representations of the different modalities to per-frame highlight scores based on the representativeness of the frames. We use these scores to compute which frames to highlight and stitch contiguous frames to produce the excerpts. We train our network on the large-scale AVA-Kinetics action dataset and evaluate it on four benchmark video highlight datasets: DSH, TVSum, PHD2, and SumMe. We observe a 4–12% improvement in the mean average precision of matching the human-annotated highlights over state-of-the-art methods in these datasets, without requiring any user-provided preferences or dataset-specific fine-tuning.
Uttaran Bhattacharya, Gang Wu 0013, Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Dinesh Manocha
ICCV3
2020 Rotationally-Temporally Consistent Novel View Synthesis of Human Performance Video
Youngjoong Kwon, Stefano Petrangeli, Dahun Kim, Eunbyung Park, Viswanathan (Vishy) Swaminathan, Henry Fuchs
ECCV (4)2
2020 SumBot: Summarize Videos Like a Human
abstract
Video currently accounts for 70% of all internet traffic and this number is expected to continue to grow. Each minute, more than 500 hours worth of videos are uploaded on YouTube. Generating engaging short videos out of the raw captured content is often a time-consuming and cumbersome activity for content creators. Existing ML- based video summarization and highlight generation approaches often neglect the fact that many summarization tasks require specific domain knowledge of the video content, and that human editors often follow a semistructured template when creating the summary (e.g. to create the highlights for a sport event). We therefore address in this paper the challenge of creating domain-specific summaries, by actively leveraging this editorial template. Particularly, we present an Inverse Reinforcement Learning (IRL)-based framework that can automatically learn the hidden structure or template followed by a human expert when generating a video summary for a specific domain. Particularly, we propose to formulate the video summarization task as a Markov Decision Process, where each state is a combination of the features of the video shots added to the summary, and the possible actions are to include/remove a shot from the summary or leave it as is. Using a set of domain-specific human-generated video highlights as examples, we employ a Maximum Entropy IRL algorithm to learn the implicit reward function governing the summary generation process. The learned reward function is then used to train an RL-agent that can produce video summaries for a specific domain, closely resembling what a human expert would create. Learning from expert demonstrations allows our approach to be applicable to any domain or editorial styles. To demonstrate the superior performance of our approach, we employ it to the task of soccer games highlight generation and show that it outperforms other state-of-the-art methods, both quantitatively and qualitatively.
Hongxiang Gu, Stefano Petrangeli, Viswanathan (Vishy) Swaminathan
ISM2
2020 Closing-the-Loop: A Data-Driven Framework for Effective Video Summarization
abstract
Today, videos are the primary way in which information is shared over the Internet. Given the huge popularity of video sharing platforms, it is imperative to make videos engaging for the end-users. Content creators rely on their own experience to create engaging short videos starting from the raw content. Several approaches have been proposed in the past to assist creators in the summarization process. However, it is hard to quantify the effect of these edits on the end-user engagement. Moreover, the availability of video consumption data has opened the possibility to predict the effectiveness of a video before it is published. In this paper, we propose a novel framework to close the feedback loop between automatic video summarization and its data-driven evaluation. Our Closing-The-Loop framework is composed of two main steps that are repeated iteratively. Given an input video, we first generate a set of initial video summaries. Second, we predict the effectiveness of the generated variants based on a data-driven model trained on users' video consumption data. We employ a genetic algorithm to search the space of possible summaries (i.e., adding/removing shots to the video) in an efficient way, where only those variants with the highest predicted performance are allowed to survive and generate new variants in their place. Our results show that the proposed framework can improve the effectiveness of the generated summaries with minimal computation overhead compared to a baseline solution - 28.3% more video summaries are in the highest effectiveness class than those in the baseline.
Ran Xu 0003, Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Saurabh Bagchi
ISM3
2020 Rotationally-Consistent Novel View Synthesis for Humans
abstract
Human novel view synthesis aims to synthesize target views of a human subject given input images taken from one or more reference viewpoints. Despite significant advances in model-free novel view synthesis, existing methods present two major limitations when applied to complex shapes like humans. First, these methods mainly focus on simple and symmetric objects, e.g., cars and chairs, limiting their performances to fine-grained and asymmetric shapes. Second, existing methods cannot guarantee visual consistency across different adjacent views of the same object. To solve these problems, we present in this paper a learning framework for the novel view synthesis of human subjects, which explicitly enforces consistency across different generated views of the subject. Specifically, we introduce a novel multi-view supervision and an explicit rotational loss during the learning process, enabling the model to preserve detailed body parts and to achieve consistency between adjacent synthesized views. To show the superior performance of our approach, we present qualitative and quantitative results on the Multi-View Human Action (MVHA) dataset we collected (consisting of 3D human models animated with different Mocap sequences and captured from 54 different viewpoints), the Pose-Varying Human Model (PVHM) dataset, and ShapeNet. The qualitative and quantitative results demonstrate that our approach outperforms the state-of-the-art baselines in both per-view synthesis quality, and in preserving rotational consistency and complex shapes (e.g. fine-grained details, challenging poses) across multiple adjacent views in a variety of scenarios, for both humans and rigid objects.
Youngjoong Kwon, Stefano Petrangeli, Dahun Kim, Henry Fuchs, Viswanathan (Vishy) Swaminathan
ACM Multimedia2
2020 3CPS: a novel supercompression for the delivery of 3D object textures
abstract
The growing popularity of applications based on 3D rendering, such as visual effects, gaming, augmented and virtual reality, calls for the development of new solutions for the delivery of 3D objects, in particular textures. The format of texture images, which capture the characteristics of materials, has to address two constraints. First, the delivery on the Internet imposes a reduction of the image size. Second, because of memory limitations, the processing by the rendering engine is done in the GPU by extracting small areas of the image only. The format of texture images should thus enable the random-access feature for independent processing of small blocks of the images, called texels, which negatively affects the texture compression performance and, therefore, the network delivery.
Hristina Hristova, Gwendal Simon, Viswanathan (Vishy) Swaminathan, Stefano Petrangeli
MMSys4
2020 Dissecting the Performance of VR Video Streaming through the VR-EXP Experimentation Platform
abstract
To cope with the massive bandwidth demands of Virtual Reality (VR) video streaming, both the scientific community and the industry have been proposing optimization techniques such as viewport-aware streaming and tile-based adaptive bitrate heuristics. As most of the VR video traffic is expected to be delivered through mobile networks, a major problem arises: both the network performance and VR video optimization techniques have the potential to influence the video playout performance and the Quality of Experience (QoE). However, the interplay between them is neither trivial nor has it been properly investigated. To bridge this gap, in this article, we introduce VR-EXP, an open-source platform for carrying out VR video streaming performance evaluation. Furthermore, we consolidate a set of relevant VR video streaming techniques and evaluate them under variable network conditions, contributing to an in-depth understanding of what to expect when different combinations are employed. To the best of our knowledge, this is the first work to propose a systematic approach, accompanied by a software toolkit, which allows one to compare different optimization techniques under the same circumstances. Extensive evaluations carried out using realistic datasets demonstrate that VR-EXP is instrumental in providing valuable insights regarding the interplay between network performance and VR video streaming optimization techniques.
Roberto Irajá Tavares da Costa Filho, Marcelo Caggiani Luizelli, Stefano Petrangeli, Maria Torres Vega, Jeroen van der Hooft, Tim Wauters, Filip De Turck, Luciano Paschoal Gaspary
ACM Trans. Multim. Comput. Commun. Appl.3
2020 Tile-based Adaptive Streaming for Virtual Reality Video
abstract
The increasing popularity of head-mounted devices and 360° video cameras allows content providers to provide virtual reality (VR) video streaming over the Internet, using a two-dimensional representation of the immersive content combined with traditional HTTP adaptive streaming (HAS) techniques. However, since only a limited part of the video (i.e., the viewport) is watched by the user, the available bandwidth is not optimally used. Recent studies have shown the benefits of adaptive tile-based video streaming; rather than sending the whole 360° video at once, the video is cut into temporal segments and spatial tiles, each of which can be requested at a different quality level. This allows prioritization of viewable video content and thus results in an increased bandwidth utilization. Given the early stages of research, there are still a number of open challenges to unlock the full potential of adaptive tile-based VR streaming. The aim of this work is to provide an answer to several of these open research questions. Among others, we propose two tile-based rate adaptation heuristics for equirectangular VR video, which use the great-circle distance between the viewport center and the center of each of the tiles to decide upon the most appropriate quality representation. We also introduce a feedback loop in the quality decision process, which allows the client to revise prior decisions based on more recent information on the viewport location. Furthermore, we investigate the benefits of parallel TCP connections and the use of HTTP/2 as an application layer optimization. Through an extensive evaluation, we show that the proposed optimizations result in a significant improvement in terms of video quality (more than twice the time spent on the highest quality layer), compared to non-tiled HAS solutions.
Jeroen van der Hooft, Maria Torres Vega, Stefano Petrangeli, Tim Wauters, Filip De Turck
ACM Trans. Multim. Comput. Commun. Appl.3
2019 Optimizing Adaptive Tile-Based Virtual Reality Video Streaming
Jeroen van der Hooft, Maria Torres Vega, Stefano Petrangeli, Tim Wauters, Filip De Turck
IM3
2019 QoE-Centric Network-Assisted Delivery of Adaptive Video Streaming Services
Stefano Petrangeli, Tim Wauters, Filip De Turck
IM1
2019 Dynamic Adaptive Streaming for Augmented Reality Applications
abstract
Augmented Reality (AR) superimposes digital content on top of the real world, to enhance it and provide a new generation of media experiences. To provide a realistic AR experience, objects in the scene should be delivered with both high photorealism and low latency. Current AR experiences are mostly delivered with a download-and-play strategy, where the whole scene is considered a monolithic entity for delivery. This approach results in high start-up latencies and therefore a poor user experience. A similar problem in the video domain has already been tackled with the HTTP Adaptive Streaming (HAS) principle, where the video is split into segments, and a rate adaptation heuristic dynamically adapts the video quality based on the available network resources. In this paper, we apply the adaptive streaming principle from the video to the AR domain, and propose a streaming framework for AR applications. In our proposed framework, the AR objects are available at different Levels-Of-Detail (LODs) and can be streamed independently from each other. An LOD adaptation heuristic is in charge of dynamically deciding what object should be fetched from the server and at what LOD level. Our proposed heuristic prioritizes content that is more likely to be viewed by the user and selects the best LOD to maximize the object's perceived visual quality. Moreover, the adaptation takes into account the available bandwidth resources to ensure a timely delivery of the AR objects. Experiments carried out over the Internet using an AR streaming prototype developed on an iOS device allow us to show the gains brought by the proposed framework. Particularly, our approach can decrease start-up latency up to 90% with respect to a download-and-play baseline, and decrease the amount of data needed to deliver the AR experience up to 79%, without sacrificing on the visual quality of the AR objects.
Stefano Petrangeli, Gwendal Simon, Viswanathan (Vishy) Swaminathan
ISM1
2019 Exploring New York in 8K: an adaptive tile-based virtual reality video streaming experience
abstract
Adapting and tiling the streaming of virtual reality (VR) video content has the potential to reduce the ultra-high bandwidth requirements of this type of multimedia services. Towards that goal, the optimization of a number of aspects is currently actively being researched. Novel rate adaptation heuristics, sophisticated viewport prediction algorithms and streaming protocol optimizations have proven their value to improve certain aspect of the VR streaming chain. However, the interplay between all these different optimizations as well as their tradeoff has not yet been explored in an experimental playground. The purpose of this demonstrator is to provide a full end-to-end adaptive tile-based VR video streaming system where each of the optimization aspects can be tuned with and their effect illustrated on-site.
Maria Torres Vega, Jeroen van der Hooft, Joris Heyse, Femke De Backere, Tim Wauters, Filip De Turck, Stefano Petrangeli
MMSys7
2019 Streaming a Sequence of Textures for Adaptive 3D Scene Delivery
abstract
Delivering rich, high quality 3D scenes over the internet is challenged by the size of the 3D objects in terms of geometry and textures. This paper proposes a new method for the delivery of textures, which are encoded and delivered as a video sequence, rather than independently. Implemented on the existing video delivery infrastructure, our method provides a fine-grained control on the quality of the resulting video sequence.
Gwendal Simon, Stefano Petrangeli, Nathan Carr 0001, Viswanathan (Vishy) Swaminathan
VR2
2019 A scalable WebRTC-based framework for remote video collaboration applications
Stefano Petrangeli, Dries Pauwels, Jeroen van der Hooft, Matús Ziak, Jürgen Slowack, Tim Wauters, Filip De Turck
Multim. Tools Appl.1
2018 Predicting the performance of virtual reality video streaming in mobile networks
abstract
The demand of Virtual Reality (VR) video streaming to mobile devices is booming, as VR becomes accessible to the general public. However, the variability of conditions of mobile networks affects the perception of this type of high-bandwidth-demanding services in unexpected ways. In this situation, there is a need for novel performance assessment models fit to the new VR applications. In this paper, we present PERCEIVE, a two-stage method for predicting the perceived quality of adaptive VR videos when streamed through mobile networks. By means of machine learning techniques, our approach is able to first predict adaptive VR video playout performance, using network Quality of Service (QoS) indicators as predictors. In a second stage, it employs the predicted VR video playout performance metrics to model and estimate end-user perceived quality. The evaluation of PERCEIVE has been performed considering a real-world environment, in which VR videos are streamed while subjected to LTE/4G network condition. The accuracy of PERCEIVE has been assessed by means of the residual error between predicted and measured values. Our approach predicts the different performance metrics of the VR playout with an average prediction error lower than 3.7% and estimates the perceived quality with a prediction error lower than 4% for over 90% of all the tested cases. Moreover, it allows us to pinpoint the QoS conditions that affect adaptive VR streaming services the most.
Roberto Irajá Tavares da Costa Filho, Marcelo Caggiani Luizelli, Maria Torres Vega, Jeroen van der Hooft, Stefano Petrangeli, Tim Wauters, Filip De Turck, Luciano Paschoal Gaspary
MMSys5
2018 Low-latency delivery of news-based video content
abstract
Nowadays, news-based websites and portals provide significant amounts of multimedia content to accompany news stories and articles. Within this context, HTTP Adaptive Streaming is generally used to deliver video over the best-effort Internet, allowing smooth video playback and a good Quality of Experience (QoE). To stimulate user engagement with the provided content, such as browsing and switching between videos, reducing the video's startup time has become more and more important: while the current median load time is in the order of seconds, research has shown that user waiting times must remain below two seconds to achieve an acceptable QoE. We developed a framework for low-latent delivery of news-related video content, integrating four optimizations either at server-side, client-side, or at the application layer. Using these optimizations, the video's startup time can be reduced significantly, allowing user interaction and fast switching between available content. In this paper, we describe a proof of concept of this framework, using a large dataset of a major Belgian news provider. A dashboard is provided, which allows the user to interact with available video content and assess the gains of the proposed optimizations. Particularly, we demonstrate how the proposed optimizations consistently reduce the video's startup time in different mobile network scenarios. These reductions allow the news provider to improve the user's QoE, reducing the startup time to values well below two seconds in different mobile network scenarios.
Jeroen van der Hooft, Dries Pauwels, Cedric De Boom, Stefano Petrangeli, Tim Wauters, Filip De Turck
MMSys4
2018 Improving quality and scalability of webRTC video collaboration applications
abstract
Remote collaboration is common nowadays in conferencing, tele-health and remote teaching applications. To support these interactive use cases, Real-Time Communication (RTC) solutions, as the open-source WebRTC framework, are generally used. WebRTC is peer-to-peer by design, which entails that each sending peer needs to encode a separate, independent stream for each receiving peer in the remote session. This approach is therefore expensive in terms of number of encoders and not able to scale well for a large number of users. To overcome this issue, a WebRTC-compliant framework is proposed in this paper, where only a limited number of encoders are used at sender-side. Consequently, each encoder can transmit to a multitude of receivers at the same time. The conference controller, a centralized Selective Forwarding Unit (SFU), dynamically forwards the most suitable stream to each of the receivers, based on their bandwidth conditions. Moreover, the controller dynamically recomputes the encoding bitrates of the sender, to follow the long-term bandwidth variations of the receivers and increase the delivered video quality. The benefits of this framework are showcased using a demo implemented using the Jitsi-Videobridge software, a WebRTC SFU, for the controller and the Chrome browser for the peers. Particularly, we demonstrate how our framework can improve the received video quality up to 15% compared to an approach where the encoding bitrates are static and do not change over time.
Stefano Petrangeli, Dries Pauwels, Jeroen van der Hooft, Tim Wauters, Filip De Turck, Jürgen Slowack
MMSys1
2018 An HTTP/2 push-based framework for low-latency adaptive streaming through user profiling
abstract
Web portals, such as the one hosted by news providers, have recently started to provide significant amounts of multimedia content. To deliver this content over the best-effort Internet, HTTP Adaptive Streaming (HAS) is generally used, allowing smoother playback and a better Quality of Experience (QoE). To stimulate user engagement with the provided content, reducing the video's startup time has become more and more important: while the current median video load time is in the order of seconds, research has shown that user waiting times must remain below two seconds to achieve an acceptable QoE. In this work, we present a framework for low-latency delivery of news-related video content, integrating four optimizations either at server-side, client-side, or at the application layer. Most importantly, we propose to identify relevant content through user profiling, using proactive delivery and client-side caching to reduce the video startup time. By means of a large data set from a Belgian news provider, we show that the proposed framework can reduce the startup time from 4.6 s to 1.5 s (-74.6%) in a 3G scenario, at the cost of limited network overhead and additional complexity at server- and client-side.
Jeroen van der Hooft, Cedric De Boom, Stefano Petrangeli, Tim Wauters, Filip De Turck
NOMS3
2018 Dynamic video bitrate adaptation for WebRTC-based remote teaching applications
abstract
Remote teaching applications are common nowa-days. Very often, these applications resemble video-on-demand streaming platforms rather than real virtual classrooms, where a group of students (the receivers) can remotely attend a live lecture held by a lecturer (the sender). To better support this live scenario, Real-Time Communication (RTC) solutions can be used. WebRTC is an open-source project for real-time browser- based conferencing, developed with a peer-to-peer architecture in mind. To use WebRTC, each receiver requires a dedicated encoder at sender-side. Using such approach is expensive in terms of encoders, and does not scale well for a large number of users. To overcome this issue, a WebRTC-compliant framework is proposed, where only a limited number of encoders are used. A centralized node, the conference controller, dynamically forwards the most suitable stream to the receivers, based on their bandwidth conditions. Moreover, the controller dynamically recomputes the encoding bitrates of the sender. This approach allows to closely follow the long-term bandwidth variations of the receivers, even with a limited number of encoders at sender-side. To evaluate the performance of the proposed framework in a realistic environment, a testbed has been implemented using the Chrome browser and the open-source Jitsi-Videobridge. In a scenario with 10 receivers and 3 encoders, and under realistic network conditions, the proposed framework improves the received video bitrate up to 11%, compared to a static solution where the encoding bitrates do not change over time.
Stefano Petrangeli, Dries Pauwels, Jeroen van der Hooft, Jürgen Slowack, Tim Wauters, Filip De Turck
NOMS1
2018 Quality of Experience-Centric Management of Adaptive Video Streaming Services: Status and Challenges
abstract
Video streaming applications currently dominate Internet traffic. Particularly, HTTP Adaptive Streaming (HAS) has emerged as the dominant standard for streaming videos over the best-effort Internet, thanks to its capability of matching the video quality to the available network resources. In HAS, the video client is equipped with a heuristic that dynamically decides the most suitable quality to stream the content, based on information such as the perceived network bandwidth or the video player buffer status. The goal of this heuristic is to optimize the quality as perceived by the user, the so-called Quality of Experience (QoE). Despite the many advantages brought by the adaptive streaming principle, optimizing users’ QoE is far from trivial. Current heuristics are still suboptimal when sudden bandwidth drops occur, especially in wireless environments, thus leading to freezes in the video playout, the main factor influencing users’ QoE. This issue is aggravated in case of live events, where the player buffer has to be kept as small as possible in order to reduce the playout delay between the user and the live signal. In light of the above, in recent years, several works have been proposed with the aim of extending the classical purely client-based structure of adaptive video streaming, in order to fully optimize users’ QoE. In this article, a survey is presented of research works on this topic together with a classification based on where the optimization takes place. This classification goes beyond client-based heuristics to investigate the usage of server- and network-assisted architectures and of new application and transport layer protocols. In addition, we outline the major challenges currently arising in the field of multimedia delivery, which are going to be of extreme relevance in future years.
Stefano Petrangeli, Jeroen van der Hooft, Tim Wauters, Filip De Turck
ACM Trans. Multim. Comput. Commun. Appl.1
2017 Analysis of a large multimedia-rich web portal for the validation of personal delivery networks
abstract
With the increasing popularity of multimedia-rich web portals, reducing latency has become more and more important. The current median web page load time is in the order of seconds, while research has shown that user waiting times must remain below two seconds to achieve optimal acceptance. In this paper, we analyzed a large dataset obtained from a major Belgian news provider, focusing on content popularity, user activity and user preference towards article news categories. Based on this analysis, we introduce the concept of personal delivery networks (PDNs), in which content is stored closer to the end user, at delivery caches in the edge of the core network or even in the access network. PDN nodes proactively prefetch and evict content on a per-user basis, opening opportunities for personalized low-latency delivery of multimedia-rich web applications. Initial results show that a PDN-based approach allows to significantly reduce the average latency.
Jeroen van der Hooft, Stefano Petrangeli, Tim Wauters, Rameez Rahman, Nico Verzijp, Rafael Huysegems, Tom Bostoen, Filip De Turck
IM2
2017 A Web-based framework for fast synchronization of live video players
abstract
The increased popularity of social media and mobile devices has radically changed the way people consume multimedia content online. As an example, users can experience the same event (e.g. a sports event or a concert) together using social media, even if they are not in the same physical location. Moreover, the introduction of the HTTP Adaptive Streaming principle has made it possible to deliver video over the best-effort Internet with consistent quality, even for mobile devices. One of the challenges within this context is the synchronization of multimedia playback among geographically distributed clients. To solve this issue, we propose a Web-based framework which allows to synchronize the playback of different clients. We also present a novel hybrid approach for adaptive streaming to allow fast synchronization among different clients, which relies on HTTP/2's server push feature in combination with sub-second video segments. In this paper, we detail the proposed framework and provide a comprehensive analysis of its performance. Experiments show that the novel hybrid approach can reduce synchronization time with 19.4% compared to standard adaptive streaming over HTTP/1.1 when bandwidth is limited to 2.5 Mb/s and an RTT of 150 ms. The gain increases even more when a higher throughput is available. The obtained results entail that the proposed framework can provide quality of experience for all users watching online video together.
Dries Pauwels, Jeroen van der Hooft, Stefano Petrangeli, Tim Wauters, Danny De Vleeschauwer, Filip De Turck
IM3
2017 An HTTP/2-Based Adaptive Streaming Framework for 360° Virtual Reality Videos
abstract
Virtual Reality (VR) devices are becoming accessible to a large public, which is going to increase the demand for 360° VR videos. VR videos are often characterized by a poor quality of experience, due to the high bandwidth required to stream the 360° video. To overcome this issue, we spatially divide the VR video into tiles, so that each temporal segment is composed of several spatial tiles. Only the tiles belonging to the viewport, the region of the video watched by the user, are streamed at the highest quality. The other tiles are instead streamed at a lower quality. We also propose an algorithm to predict the future viewport position and minimize quality transitions during viewport changes. The video is delivered using the server push feature of the HTTP/2 protocol. Instead of retrieving each tile individually, the client issues a single push request to the server, so that all the required tiles are automatically pushed back to back. This approach allows to increase the achieved throughput, especially in mobile, high RTT networks. In this paper, we detail the proposed framework and present a prototype developed to test its performance using real-world 4G bandwidth traces. Particularly, our approach can save bandwidth up to 35% without severely impacting the quality viewed by the user, when compared to a traditional non-tiled VR streaming solution. Moreover, in high RTT conditions, our HTTP/2 approach can reach 3 times the throughput of tiled streaming over HTTP/1.1, and consistently reduce freeze time. These results represent a major improvement for the efficient delivery of 360° VR videos over the Internet.
Stefano Petrangeli, Viswanathan (Vishy) Swaminathan, Mohammad Hosseini 0002, Filip De Turck
ACM Multimedia1
2017 Improving Virtual Reality Streaming using HTTP/2
abstract
The demand for 360° Virtual Reality (VR) videos is expected to grow in the near future, thanks to the diffusion of VR headsets. VR Streaming is however challenged by the high bandwidth requirements of 360° videos. To save bandwidth, we spatially tile the video using the H.265 standard and stream only tiles in view at the highest quality. The video is also temporally segmented, so that each temporal segment is composed of several spatial tiles. In order to minimize quality transitions when the user moves, an algorithm is developed to predict where the user is likely going to watch in the near future. Consequently, predicted tiles are also streamed at the highest quality. Finally, the server push in HTTP/2 is used to deliver the tiled video. Only one request is sent from the client; all the tiles of a segment are automatically pushed from the server. This approach results in a better bandwidth utilization and video quality compared to traditional streaming over HTTP/1.1, where each tile has to be requested independently by the client. We showcase the benefits of our framework using a prototype developed on a Samsung Galaxy S7 and a Gear VR, which supports both tiled and non-tiled videos and streaming over HTTP/1.1 and HTTP/2. Under limited bandwidth conditions, we demonstrate how our framework can improve the quality watched by the user compared to a non-tiled solution where all of the video is streamed at the same quality. This result represents a major improvement for the efficient streaming of VR videos.
Stefano Petrangeli, Filip De Turck, Viswanathan (Vishy) Swaminathan, Mohammad Hosseini 0002
MMSys1
2017 Network-based video freeze detection and prediction in HTTP adaptive streaming
Tingyao Wu, Stefano Petrangeli, Rafael Huysegems, Tom Bostoen, Filip De Turck
Comput. Commun.2
2017 A machine learning-based framework for preventing video freezes in HTTP adaptive streaming
Stefano Petrangeli, Tingyao Wu, Tim Wauters, Rafael Huysegems, Tom Bostoen, Filip De Turck
J. Netw. Comput. Appl.1
2016 Energy-aware quality adaptation for mobile video streaming
abstract
HTTP Adaptive Streaming (HAS) is becoming the de-facto standard for video streaming services over the Internet. In HAS, each video is segmented and stored in different qualities. Rate adaptation heuristics, deployed at the client, allow the most appropriate quality level to be dynamically requested based on the current network conditions, in order to achieve a continuous playout. Due to the ability of HAS protocols to dynamically adapt to bandwidth fluctuations, they are especially suited for the delivery of multimedia content in mobile environments. However, current HAS solutions do not take the battery lifetime into account, which is a typical issue for mobile devices. In this paper, we therefore propose an energy-aware heuristic for HAS. We first present a measurement study to identify and quantify the main factors influencing the battery lifetime on mobile devices. We then develop a heuristic based on these findings, which optimizes both the quality of experience and the battery consumption of a video streaming session. Particularly, we found that the video resolution and display size have the highest impact on the battery lifetime and that our energy-aware heuristic can prolong a streaming session with up to 13%, compared to a standard HAS heuristic. This result represents a consistent improvement for the overall user experience on battery-constrained devices.
Stefano Petrangeli, Patrick Van Staey, Maxim Claeys, Tim Wauters, Filip De Turck
CNSM1
2016 Live streaming of 4K ultra-high definition video over the internet
abstract
HTTP Adaptive Streaming (HAS) is the de facto standard for video streaming services over the Internet. In HAS, each video is temporally segmented and stored in different qualities. The client selects the quality level for every video segment based on network conditions, allowing a smooth playback with the best possible Quality of Experience (QoE). Although results are promising, current solutions suffer from two problems. First, a low quality and large end-to-end latency are often observed in live streaming scenarios. Second, freezes in the video playout may occur in case of sudden drops of the available bandwidth. We reduced these issues using two complementary approaches. First, we reduced the live latency using the new HTTP/2 server push in combination with super-short segments. Second, we designed an OpenFlow-based network controller that prioritizes the delivery of particular segments to avoid freezes at the clients. The proof-of-concept shows the results obtained when two clients stream a video under varying network conditions. By monitoring the clients' behavior, it is possible to understand the gains brought by the proposed approaches. Particularly, we demonstrate how our solutions consistently reduce the live latency in high round-trip time networks and video freezes caused by network congestion. These results represent a major improvement for the QoE of the final users.
Stefano Petrangeli, Jeroen van der Hooft, Tim Wauters, Rafael Huysegems, Patrice Rondao-Alface, Tom Bostoen, Filip De Turck
MMSys1
2016 An HTTP/2 push-based approach for SVC adaptive streaming
abstract
HTTP Adaptive Streaming (HAS) is the de facto standard for over-the-top video streaming. In HAS, video content is encoded at multiple quality levels and temporally divided into multiple segments. The client can select the quality level for every video segment, allowing smoother playback and a better Quality of Experience (QoE). Although results are promising, current solutions often suffer from high round-trip time (RTT) cycles in mobile networks. This is especially true for scalable video coding (SVC), where multiple requests are required to retrieve a single video segment. Meanwhile, the IETF has standardized the HTTP/2 protocol since February 2015, providing new features that allow a reduction of the page load time in Web browsing. In this paper, we propose a novel approach based on HTTP/2's server push feature to actively push the base layer of live, SVC-encoded content from server to client. This allows to eliminate one RTT cycle for every video segment, which has a significant impact on the user's QoE. Evaluating the proposed approach, we show that compared with HTTP/1.1, an improvement of 65.42% can be achieved for the average video quality in high-RTT networks. Compared to an AVC-based solution, the freeze frequency and duration are reduced by 54.55% and 53.06% respectively, while the loss in video quality is limited to 4.51%. Since playout freezes should be avoided at the cost of a lower video quality, we conclude that the proposed approach beneficially impacts the user's QoE.
Jeroen van der Hooft, Stefano Petrangeli, Niels Bouten, Tim Wauters, Rafael Huysegems, Tom Bostoen, Filip De Turck
NOMS2
2016 QoE-Driven Rate Adaptation Heuristic for Fair Adaptive Video Streaming
abstract
HTTP Adaptive Streaming (HAS) is quickly becoming the de facto standard for video streaming services. In HAS, each video is temporally segmented and stored in different quality levels. Rate adaptation heuristics, deployed at the video player, allow the most appropriate level to be dynamically requested, based on the current network conditions. It has been shown that today’s heuristics underperform when multiple clients consume video at the same time, due to fairness issues among clients. Concretely, this means that different clients negatively influence each other as they compete for shared network resources. In this article, we propose a novel rate adaptation algorithm called FINEAS (Fair In-Network Enhanced Adaptive Streaming), capable of increasing clients’ Quality of Experience (QoE) and achieving fairness in a multiclient setting. A key element of this approach is an in-network system of coordination proxies in charge of facilitating fair resource sharing among clients. The strength of this approach is threefold. First, fairness is achieved without explicit communication among clients and thus no significant overhead is introduced into the network. Second, the system of coordination proxies is transparent to the clients, that is, the clients do not need to be aware of its presence. Third, the HAS principle is maintained, as the in-network components only provide the clients with new information and suggestions, while the rate adaptation decision remains the sole responsibility of the clients themselves. We evaluate this novel approach through simulations, under highly variable bandwidth conditions and in several multiclient scenarios. We show how the proposed approach can improve fairness up to 80% compared to state-of-the-art HAS heuristics in a scenario with three networks, each containing 30 clients streaming video at the same time.
Stefano Petrangeli, Jeroen Famaey, Maxim Claeys, Steven Latré, Filip De Turck
ACM Trans. Multim. Comput. Commun. Appl.1
2015 A learning-based algorithm for improved bandwidth-awareness of adaptive streaming clients
abstract
HTTP Adaptive Streaming (HAS) is becoming the de-facto standard for Over-The-Top video streaming. A HAS video consists of multiple segments, encoded at multiple quality levels. Allowing the client to select the quality level for every segment, a smoother playback and a higher Quality of Experience (QoE) can be perceived. Although results are promising, current quality selection heuristics are generally hard coded. Fixed parameter values are used to provide an acceptable QoE under all circumstances, resulting in suboptimal solutions. Furthermore, many commercial HAS implementations focus on a video-on-demand scenario, where a large buffer size is used to avoid play-out freezes. When the focus is on a live TV scenario however, a low buffer size is typically preferred, as the video play-out delay should be as low as possible. Hard coded implementations using a fixed buffer size are not capable of dealing with both scenarios. In this paper, the concept of reinforcement learning is introduced at client side, allowing to adaptively change the parameter configuration for existing rate adaptation heuristics. Bandwidth characteristics are taken into account in the decision process, thus allowing to improve the client's bandwidth-awareness. Focus in this paper is on actively reducing the average buffer filling, evaluating results for two heuristics: the Microsoft IIS Smooth Streaming heuristic and the QoE-driven Rate Adaptation Heuristic for Adaptive video Streaming by Petrangeli et al. We show that using the proposed learning-based approach, the average buffer filling can be reduced by 8.3% compared to state of the art, while achieving a comparable level of QoE.
Jeroen van der Hooft, Stefano Petrangeli, Maxim Claeys, Jeroen Famaey, Filip De Turck
IM2
2015 Design and evaluation of a DASH-compliant second screen video player for live events in mobile scenarios
abstract
The huge diffusion of mobile devices is rapidly changing the way multimedia content is consumed. Mobile devices are often used as a second screen, providing complementary information on the content shown on the primary screen, as different camera angles in case of a sport event. The introduction of multiple camera angles poses many challenges with respect to guaranteeing a high Quality of Experience to the end user, especially when the live aspect, different devices and highly variable network conditions typical of mobile environments come into play. Due to the ability of HTTP Adaptive Streaming (HAS) protocols to dynamically adapt to bandwidth fluctuations, they are especially suited for the delivery of multimedia content in mobile environments. In HAS, each video is temporally segmented and stored in different quality levels. Rate adaptation heuristics, deployed at the video player, allow the most appropriate quality level to be dynamically requested, based on the current network conditions. Recently, a standardized solution has been proposed by the MPEG consortium, called Dynamic Adaptive Streaming over HTTP (DASH). We present in this paper a DASH-compliant iOS video player designed to support research on rate adaptation heuristics for live second screen scenarios in mobile environments. The video player allows to monitor the battery consumption and CPU usage of the mobile device and to provide this information to the heuristic. Live and Video-on-Demand streaming scenarios and real-time multi-video switching are supported as well. Quantitative results based on real 3G traces are reported on how the developed prototype has been used to benchmark two existing heuristics and to analyse the main aspects affecting battery lifetime in mobile video streaming.
Stefano Petrangeli, Niels Bouten, Emanuel Dejonghe, Jeroen Famaey, Philip Leroux, Filip De Turck
IM1
2015 Network-based dynamic prioritization of HTTP adaptive streams to avoid video freezes
abstract
HTTP Adaptive Streaming (HAS) is becoming the de-facto standard for video streaming services over the Internet. In HAS, each video is segmented and stored in different qualities. Rate adaptation heuristics, deployed at the client, allow the most appropriate quality level to be dynamically requested, based on the current network conditions. Current heuristics under-perform when sudden bandwidth drops occur, therefore leading to freezes in the video play-out, the main factor influencing users' Quality of Experience (QoE). In this article, we propose an Openflow-based framework capable of increasing clients' QoE by reducing video freezes. An Openflow-controller is in charge of introducing prioritized delivery of HAS segments, based on feedback collected from both the network nodes and the clients. To reduce the side-effects introduced by prioritization on the bandwidth estimation of the clients, we introduce a novel mechanism to inform the clients about the prioritization status of the downloaded segments without introducing overhead into the network. This information is then used to correct the estimated bandwidth in case of prioritized delivery. By evaluating this novel approach through emulation, under varying network conditions and in several multi-client scenarios, we show how the proposed approach can reduce freezes up to 75% compared to state-of-the-art heuristics.
Stefano Petrangeli, Tim Wauters, Rafael Huysegems, Tom Bostoen, Filip De Turck
IM1
2015 HTTP/2-Based Methods to Improve the Live Experience of Adaptive Streaming
abstract
HTTP Adaptive Streaming (HAS) is today the number one video technology for over-the-top video distribution. In HAS, video content is temporally divided into multiple segments and encoded at different quality levels. A client selects and retrieves per segment the most suited quality version to create a seamless playout. Despite the ability of HAS to deal with changing network conditions, HAS-based live streaming often suffers from freezes in the playout due to buffer under-run, low average quality, large camera-to-display delay, and large initial/channel-change delay. Recently, IETF has standardized HTTP/2, a new version of the HTTP protocol that provides new features for reducing the page load time in Web browsing. In this paper, we present ten novel HTTP/2-based methods to improve the quality of experience of HAS. Our main contribution is the design and evaluation of a push-based approach for live streaming in which super-short segments are pushed from server to client as soon as they become available. We show that with an RTT of 300 ms, this approach can reduce the average server-to-display delay by 90.1% and the average start-up delay by 40.1%.
Rafael Huysegems, Tom Bostoen, Patrice Rondao-Alface, Jeroen van der Hooft, Stefano Petrangeli, Tim Wauters, Filip De Turck
ACM Multimedia5
2014 A multi-agent Q-Learning-based framework for achieving fairness in HTTP Adaptive Streaming
abstract
HTTP Adaptive Streaming (HAS) is quickly becoming the de facto standard for Over-The-Top video streaming. In HAS, each video is temporally segmented and stored in different quality levels. Quality selection heuristics, deployed at the video player, allow dynamically requesting the most appropriate quality level based on the current network conditions. Today's heuristics are deterministic and static, and thus not able to perform well under highly dynamic network conditions. Moreover, in a multi-client scenario, issues concerning fairness among clients arise, meaning that different clients negatively influence each other as they compete for the same bandwidth. In this article, we propose a Reinforcement Learning-based quality selection algorithm able to achieve fairness in a multi-client setting. A key element of this approach is a coordination proxy in charge of facilitating the coordination among clients. The strength of this approach is three-fold. First, the algorithm is able to learn and adapt its policy depending on network conditions, unlike current HAS heuristics. Second, fairness is achieved without explicit communication among agents and thus no significant overhead is introduced into the network. Third, no modifications to the standard HAS architecture are required. By evaluating this novel approach through simulations, under mutable network conditions and in several multi-client scenarios, we are able to show how the proposed approach can improve system fairness up to 60% compared to current HAS heuristics.
Stefano Petrangeli, Maxim Claeys, Steven Latré, Jeroen Famaey, Filip De Turck
NOMS1