Demo Data from EDBT 2026 / reviewers in the wild / expert
Yixiang Mao
dblp:227/7240
· DBLP profile ↗
5ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-3878-3501ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 2 since 2021
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
3 papers |
Content delivery and video streaming · 95% Wireless networking · 5% | |
| Computer graphics and multimedia
2 papers |
Multimedia systems and quality of experience · 38% Image and video coding · 38% Virtual and augmented reality · 23% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Content delivery and video streaming
adaptive video streaming |
0.9 | 1 | 2025 | Progressive Frame Patching for FoV-Based Point Cloud Video Streaming · IEEE Trans. Multim. 2025 |
Content delivery and video streaming › volumetric video streaming
point cloud video streaming |
0.9 | 1 | 2025 | Progressive Frame Patching for FoV-Based Point Cloud Video Streaming · IEEE Trans. Multim. 2025 |
Content delivery and video streaming
volumetric video streaming |
0.9 | 1 | 2025 | Progressive Frame Patching for FoV-Based Point Cloud Video Streaming · IEEE Trans. Multim. 2025 |
Content delivery and video streaming
360-degree video streaming |
0.7 | 1 | 2023 | Live 360 Degree Video Delivery Based on User Collaboration in a Streaming Flock · IEEE Trans. Multim. 2023 |
Content delivery and video streaming
field-of-view prediction |
0.7 | 1 | 2023 | Live 360 Degree Video Delivery Based on User Collaboration in a Streaming Flock · IEEE Trans. Multim. 2023 |
Multimedia systems and quality of experience › video streaming
360-degree video streaming |
0.4 | 1 | 2020 | Low-latency FoV-adaptive Coding and Streaming for Interactive 360° Video Streaming · ACM Multimedia 2020 |
Image and video coding
video compression |
0.4 | 1 | 2020 | Low-latency FoV-adaptive Coding and Streaming for Interactive 360° Video Streaming · ACM Multimedia 2020 |
Content delivery and video streaming › live streaming
low-latency live streaming |
0.1 | 1 | 2020 | Low-latency FoV-adaptive Coding and Streaming for Interactive 360° Video Streaming · ACM Multimedia 2020 |
Methods — techniques the papers use, named apart from their topics
rate allocation optimization · 1.7octree-based point cloud coding · 1.7tile-based coding · 0.9fov prediction · 0.9rate allocation · 0.7collaborative prediction · 0.7LSTM · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Progressive Frame Patching for FoV-Based Point Cloud Video StreamingabstractMany XR applications require the delivery of volumetric video to users. Point Cloud has become a popular volumetric video format. A dense point cloud consumes much higher bandwidth than a 2D/360$^{\circ }$video frame. User Field of View (FoV) is more dynamic with 6-DoF movement than 3-DoF movement. To save bandwidth, FoV-adaptive streaming predicts a user's FoV and only downloads point cloud data falling in the predicted FoV. However, it is vulnerable to FoV prediction errors, which can be significant when a long buffer is utilized for smoothed streaming. In this work, we propose a multi-round progressive refinement framework for point cloud video streaming. Instead of sequentially downloading point cloud frames, our solution simultaneously downloads/patches multiple frames falling into a sliding time-window, leveraging the inherent scalability of octree-based point-cloud coding. The optimal rate allocation among all tiles of active frames are solved numerically using the heterogeneous tile rate-quality functions calibrated by the predicted user FoV. Multi-frame downloading/patching simultaneously takes advantage of the streaming smoothness resulting from long buffer and the FoV prediction accuracy at short buffer length. We evaluate our streaming solution using simulations driven by real point cloud videos, real bandwidth traces, and 6-DoF FoV traces of real users. Our solution is robust against the bandwidth/FoV prediction errors, and can deliver high and smooth view quality in the face of bandwidth variations and dynamic user and point cloud movements. Tongyu Zong, Yixiang Mao, Chen Li 0043, Yong Liu 0013, Yao Wang 0001 |
IEEE Trans. Multim. | 2 |
| 2023 | Live 360 Degree Video Delivery Based on User Collaboration in a Streaming FlockabstractStreaming of live 360-degree video allows users to follow a live event from any view point and has already been deployed on some commercial platforms. However, the current systems can only stream the video at relatively low-quality because the entire 360-degree video is delivered to the users under limited bandwidth. Streaming video falling into user field of view (FoV) can improve bandwidth efficiency of 360-degree video delivery. In this paper, we propose to use the idea of “flocking” to simultaneously improve the accuracy of user FoV prediction and video delivery efficiency for live 360-degree video streaming. By assigning variable playback latencies to users in a streaming session based on their network conditions, a “streaming flock” is formed and led by “strong” users with low playback latencies in the front of the flock. We propose a long short-term memory (LSTM) based collaborative FoV prediction scheme where the FoV traces of users in the front of the flock are utilized to predict the FoV of users behind them. Given a predicted FoV, we develop an optimal rate allocation strategy to maximize the perceptual quality. By conducting experiments using real-world user FoV traces and LTE/5 G network bandwidth traces, we evaluate the gains of the proposed strategies over several benchmarks. Our experimental results demonstrate that the proposed streaming system can increase the overall quality dramatically by about 10 dB compared with heuristic FoV prediction strategy. In addition, the network-aware flocking formation can further reduce the video freeze without influencing video quality. Liyang Sun, Yixiang Mao, Tongyu Zong, Yong Liu 0013, Yao Wang 0001 |
IEEE Trans. Multim. | 2 |
| 2020 | Low-latency FoV-adaptive Coding and Streaming for Interactive 360° Video StreamingabstractVirtual Reality (VR) and Augmented Reality (AR) technologies have become popular in recent years. Encoding and transmitting the omni-directional or $360^\circ $ video is critical and challenging for those applications. The $360^\circ $ video requires much higher bandwidth than the traditional planar video. A premium quality $360^\circ $ video with 120 frames per second (fps) and 24K resolution can easily consume bandwidth in the range of Gigabits-per-second~\cite1. On the other hand, at any given time, a user only watches a small portion of the $360^\circ$ scope within her Field-of-View (FoV). An effective way to reduce the bandwidth requirement of $360^\circ $ video is through FoV-adaptive streaming, which codes and delivers the predicted FoV region at higher quality, and discards or codes at lower quality the remaining regions. Such strategy has been quite extensively studied for video-on-demand \citefov_adapt_2,fov_adapt_3,1,tile_based_3,qian2016optimizing and live video streaming applications\citelive_1,live_2,live_3, sun2020flocking. Interactive applications, such as conferencing, gaming, and remote collaboration, can also benefit from $360^\circ $ video by creating an immersive environment for participants to interact with each other citeinteractive_gamming \citevr_conferencing \citelee2015outatime. However, realtime coding and streaming of $360^\circ $ video with extremely low latency, required for interactive applications, has not been sufficiently addressed. This work focuses on developing low-latency and FoV-adaptive coding and streaming strategies for interactive $360^\circ$ video streaming. We assume the sender and the receiver are connected by a network path with dynamically varying throughput without short-latency guarantee. The sender is either the video source, or a proxy server relaying the source video. The receiver is either the end user device that directly renders the video, or a local edge server that renders the video and transmit to the end user \citeHou2017. Yixiang Mao, Liyang Sun, Yong Liu 0013, Yao Wang 0001 |
ACM Multimedia | 1 |
| 2020 | Flocking-based live streaming of 360-degree videoabstractStreaming of live 360-degree video allows users to follow a live event from any view point and has already been deployed on some commercial platforms. However, the current systems can only stream the video at relatively low-quality because the entire 360-degree video is delivered to the users under limited bandwidth. In this paper, we propose to use the idea of "flocking" to improve the performance of both prediction of field of view (FoV) and caching on the edge servers for live 360-degree video streaming. By assigning variable playback latencies to all the users in a streaming session, a "streaming flock" is formed and led by low latency users in the front of the flock. We propose a collaborative FoV prediction scheme where the actual FoV information of users in the front of the flock are utilized to predict of users behind them. We further propose a network condition aware flocking strategy to reduce the video freeze and increase the chance for collaborative FoV prediction on all users. Flocking also facilitates caching as video tiles downloaded by the front users can be cached by an edge server to serve the users at the back of the flock, thereby reducing the traffic in the core network. We propose a latency-FoV based caching strategy and investigate the potential gain of applying transcoding on the edge server. We conduct experiments using real-world user FoV traces and WiGig network bandwidth traces to evaluate the gains of the proposed strategies over benchmarks. Our experimental results demonstrate that the proposed streaming system can roughly double the effective video rate, which is the video rate inside a user's actual FoV, compared to the prediction only based on the user's own past FoV trajectory, while reducing video freeze. Furthermore, edge caching can reduce the traffic in the core network by about 80%, which can be increased to 90% with transcoding on edge server. Liyang Sun, Yixiang Mao, Tongyu Zong, Yong Liu 0013, Yao Wang 0001 |
MMSys | 2 |
| 2018 | A Subjective Study of Viewer Navigation Behaviors When Watching 360-Degree Videos on ComputersabstractVirtual reality (VR) applications have become popular recently and rapidly commercialized. The behaviors of users watching 360-degree omni-directional videos have not been fully investigated. In this paper, a dataset of view trajectories for users watching 360-degree videos over computer (desktop/laptop) environment is presented. The dataset includes view center trajectory data collected from viewers watching twelve 360-degree videos over the computer, using mouse to navigate and explore the environment. The selected videos cover a variety of contents, leading to different navigation patterns and behaviors. Based on the dataset, we demonstrate that the viewers share similar viewing patterns over certain 360-degree video category. We also compare the view motion patterns and statistics with prior datasets captured using head-mounted display (HMD). The dataset has been made available online, to facilitate the studies on 360-degree video view prediction, content saliency analysis and VR streaming, etc. Fanyi Duanmu, Yixiang Mao, Sumanth Srinivasan, Yao Wang 0001 |
ICME | 2 |