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  <front>
    <title abbrev="MOPS AR Use Case">Media Operations Use Case for an Augmented Reality Application on Edge Computing Infrastructure</title>
	
	<author fullname="Renan Krishna"
				initials="R."
				surname="Krishna">
			<organization>
				InterDigital Europe Limited
			</organization>
			<address>
				<postal>
					<street>64, Great Eastern Street</street>
					<city>London</city>	
					<code>EC2A 3QR </code>
					<country>United Kingdom</country>
				</postal>
				<email>renan.krishna@interdigital.com</email>
				<uri></uri>
			</address>
		</author>
	
    <author initials="A." surname="Rahman" fullname="Akbar Rahman">
      <organization>InterDigital Communications, LLC</organization>
      <address>
        <postal>
          <street>1000 Sherbrooke Street West</street>
          <city>Montreal</city>
          <code>H3A 3G4</code>
          <country>Canada</country>
          <region></region>
        </postal>
        <phone></phone>
        <email>Akbar.Rahman@InterDigital.com</email>
        <uri></uri>
      </address>
    </author>

	
	
    <date year="2021" month="February" day="17"/>

    <area>Operations and Management</area>
    <workgroup> MOPS</workgroup>


    <abstract>
      <t>
	  
	  A use case describing transmission of an application on the Internet that has several 
	  unique characteristics of Augmented Reality
	  (AR) applications is presented for the consideration 
	  of the Media Operations (MOPS) Working Group.  One key
	   requirement identified is that the Adaptive-Bit-Rate (ABR) algorithms' current usage of 
        policies based on heuristics and models is inadequate for AR applications running on the Edge Computing infrastructure.
	  
      </t>
    </abstract>


  </front>

  <middle>

    <section anchor="introduction" title="Introduction">
	  <t>
		The MOPS draft, <xref target="I-D.ietf-mops-streaming-opcons" />, provides an overview of operational networking issues
		that pertain to Quality of Experience (QoE) in delivery of video and other high-bitrate media over the Internet.  However, as it
		does not cover the increasingly large number of applications with Augmented Reality (AR) characteristics and 
		their requirements on ABR algorithms, the discussion in this draft compliments the overview 
		presented in that draft <xref target="I-D.ietf-mops-streaming-opcons" />.
      </t>      
	  
	  <t>
	    Future AR applications will bring several requirements for the Internet and the
		mobile devices running these applications. AR applications require a real-time processing of video streams to
		recognize specific objects. This is then used to overlay information on the
		video being displayed to the user.  In addition some AR applications will also require generation of new video
		frames to be played to the user. Both the real-time processing of video streams and the generation of overlay information 
		are computationally intensive tasks that generate heat <xref target="DEV_HEAT_1"/>, <xref target="DEV_HEAT_2"/> 
		and drain battery power <xref target="BATT_DRAIN"/> on the AR mobile device.
		Consequently, in order to run future applications with AR characteristics
		on mobile devices, computationally intensive tasks need to be offloaded to resources provided by Edge Computing.
	  </t>
	  
	  <t>
		Edge Computing is an emerging paradigm where computing resources and storage are made available in close 
		network proximity at the edge of the Internet to mobile devices and sensors <xref target="EDGE_1"/>, <xref target="EDGE_2"/>. 
      </t>
	  
	   <t>
		Adaptive-Bit-Rate (ABR) algorithms currently base their policy for bit-rate selection on heuristics or models 
		of the deployment environment that do not account for the environment's dynamic nature in use cases such as the 
		one we present in this document. Consequently, the ABR algorithms perform sub-optimally in such deployments <xref target="ABR_1"/>.
      </t>
	  
		
		



    </section>

	<section anchor="convention" title="Conventions used in this document">
        <t>The key words "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and
		"OPTIONAL" in this document are to be interpreted as described in <xref target="RFC2119" />.
        </t>
    </section>

	<section anchor="use_case" title="Use Case">
	     <t> 
		 We now descibe a use case that involves an application with 
		 AR systems' characteristics. Consider a group of tourists who are being 
		 conducted in a tour around the historical site of the Tower of London.
		 As they move around the site and within the historical buildings, they can
		 watch and listen to historical scenes in 3D that are generated by the AR application and then
		 overlaid by their AR headsets onto their real-world view. The headset then continuously updates their view as they move around.
		 </t>
		
		<t>
		The AR  application first processes the scene that the walking tourist is watching in real-time and identifies objects 
		that will be targeted for overlay of high resolution videos. It then generates high resolution 3D images
		of historical scenes  related to the perspective of the tourist in real-time. These generated video images are then
		overlaid on the view of the real-world as seen by the tourist. 
		</t>
		
		<t>
		We now discuss this  processsing of scenes
		and generation of high resolution images in greater detail.
		
		</t>
		
		<section anchor="processsing_of_scenes" title="Processing of Scenes">
		<t>
		The AR application that runs on the mobile device needs to first track the pose (coordinates and orientation) of the user's head, eyes and the 
		objects that are in view.This requires tracking natural features and developing an annotated
		point cloud based model that is then stored in a database.To ensure that this database can be scaled up,techniques such as 
		combining a client side simultaneous tracking and mapping and a server-side localization 
		are used<xref target="SLAM_1"/>, <xref target="SLAM_2"/>, <xref target="SLAM_3"/>, <xref target="SLAM_4"/>. Once the 
		natural features are tracked, virtual objects are geometrically aligned with those features.This is followed by 
		resolving occlusion that can occur between virtual and the real objects <xref target="OCCL_1"/>, <xref target="OCCL_2"/>.
		</t>
		
		
		
		<t>
		The next step for the AR apllication is to apply photometric registration <xref target="PHOTO_REG"/>.
		This requires aligning the brightness and color between the virtual and
		real objects.Additionally, algorithms that calculate global illumination of both the virtual and real objects <xref target="GLB_ILLUM_1"/>, 
		<xref target="GLB_ILLUM_2"/> are executed.Various algorithms to deal with artifacts generated by lens distortion <xref target="LENS_DIST"/>, 
		blur <xref target="BLUR"/>, noise <xref target="NOISE"/> etc are also required.
        </t>
		 </section>
		
		<section anchor="generation" title="Generation of Images">
		
		<t>
		The AR application must generate a high-quality video that has the properties descibed in the previous step
		and overlay the video on the AR device's display- a step called situated visualization.	This entails  dealing with registration errors that
		may arise, esuring that there is no visual interference <xref target="VIS_INTERFERE"/>, and finally maintaining 
		temporal coherence by adapting to the movement of user's eyes and head.
		</t>
		
		 </section>
		 
    </section>
	
	
	
	<section anchor="Req" title="Requirements">   
	<t>
	The components of AR applications perform tasks such as real-time generation and processing of
		high-quality video content that are computationally intensive. As a result,on AR devices such as AR glasses 
		excessive heat is generated by the chip-sets that are involved 
		in the computation <xref target="DEV_HEAT_1"/>, <xref target="DEV_HEAT_2"/>.  Additionally, 
		the battery on such devices discharges quickly when running
		such applications <xref target="BATT_DRAIN"/>.
	
	</t>
	<t>
	A solution to the heat dissipation and battery drainge problem is to offload the processing and video generation tasks
	to the remote cloud.However, running such tasks on the cloud is not feasible as the end-to-end delays 
		must be within the order of a few milliseconds. Additionally,such applications require high bandwidth 
		and low jitter to provide a high QoE to the user.In order to achieve such hard timing constraints, computationally intensive
		tasks can be offloaded to Edge devices.
	
	</t>
	
	
		
		<t>
		Note that the Edge device providing the computation and storage is itself limited in such resources compared to the Cloud.  So, 
		for example, a sudden surge in demand from a large group of tourists can overwhelm that device. This will result in a degraded user
		 experience as their AR device experiences delays in receiving the video frames. In order to deal 
		 with this problem, the client AR applications will need to use Adaptive Bit Rate (ABR) algorithms that choose bit-rates policies
		 tailored in a fine-grained manner 
		 to the resource demands and playback the videos with appropriate QoE metrics as the user moves around with the group of tourists.
		</t>
		
		<t>
		However, heavy-tailed nature of several  operational parameters make prediction-based  adaptation by ABR algorithms sub-optimal<xref target="ABR_2"/>. 
		This is because with such distributions, law of large numbers works too slowly, the mean of sample does not equal the mean of distribution, 
		and as a result standard deviation and variance are unsuitable as metrics for such operational parameters <xref target="HEAVY_TAIL_1"/>, 
		<xref target="HEAVY_TAIL_2"/>. Other subtle issues with 
		these distributions include the "expectation paradox" <xref target="HEAVY_TAIL_1"/> where the longer we have waited for an event the 
		longer we have to wait and the 
		issue of mismatch between the size and count of events <xref target="HEAVY_TAIL_1"/>. This makes designing an algorithm for 
		adaptation error-prone and challenging. 
		Such operational parameters include but are not limited to buffer occupancy, throughput, client-server latency, and variable transmission 
		times.In addition, edge devices and communication links  may fail and logical communication relationships between various software components 
		change frequently as the user moves around with their AR device <xref target="UBICOMP"/>.
		
		</t>

		<t>
        Thus, once the offloaded computationally intensive processing is completed on the Edge Computing, the video is streamed to the
		user with the help of an ABR algorithm which needs to meet the following requirements <xref target="ABR_1"/>: 
			
			<list style="symbols">
			   <t>Dynamically changing ABR parameters: The ABR algorithm must be able to dynamically change parameters given the 
			   heavy-tailed nature of network throughput.  This, for example, may be accomplished by AI/ML processing on the Edge Computing
			   on a per client or global basis.
			   </t>
			   
			   <t>Handling conflicting QoE requirements: QoE goals often require high bit-rates, and low frequency of buffer refills. However
			   in practice, this can lead to a conflict between those goals. For example, increasing the bit-rate might 
			   result in the need to fill up the buffer more frequently as the buffer capacity might be limited on the AR device.  
			   The ABR algorithm must be able to handle this situation.</t>
			   
			   <t>Handling side effects of deciding a specific bit rate: For example, selecting a bit rate of a particular value might result
			   in the ABR algorithm not changing to a different rate so as to ensure a non-fluctuating bit-rate and the 
			   resultant smoothness of video quality . The ABR algorithm must be able to handle this situation.</t>
			   
			</list> 
		</t>
		
		
	  
	</section>
	

  </middle>
  
  
  
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