LiveDeep: Online Viewport Prediction for Live Virtual Reality Streaming Using Lifelong Deep Learning
Abstract
Live virtual reality (VR) streaming has become a popular and trending video application in the consumer market providing users with 360-degree, immersive viewing experiences. To provide premium quality of experience, VR streaming faces unique challenges due to the significantly increased bandwidth consumption. To address the bandwidth challenge, VR video viewport prediction has been proposed as a viable solution, which predicts and streams only the user’s viewport of interest with high quality to the VR device. However, most of the existing viewport prediction approaches target only the video-on-demand (VOD) use cases, requiring offline processing of the historical video and/or user data that are not available in the live streaming scenario. In this work, we develop a novel viewport prediction approach for live VR streaming, which only requires video content and user data in the current viewing session. To address the challenges of insufficient training data and real-time processing, we propose a live VR-specific deep learning mechanism, namely LiveDeep, to create the online viewport prediction model and conduct real-time inference. LiveDeep employs a hybrid approach to address the unique challenges in live VR streaming, involving (1) an alternate online data collection, labeling, training, and inference schedule with controlled feedback loop to accommodate for the sparse training data; and (2) a mixture of hybrid neural network models to accommodate for the inaccuracy caused…
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DRL can make adaptive decisions based on sequential interactions with the environment in a model-free way.
“DRL is committed to making adaptive decisions based on sequential interactions with the environment in a model-free way. It has been verified in many practical network environments, such as video streaming, congestion control, load balancing, and resource management [24], [25].”
From Orchestrating Joint Offloading and Scheduling for Low-Latency Edge SLAM (2025) · cites this paper as [25]
Cites
Optimizing 360 video delivery over cellular networks
Qian, F., Ji, L., Han, B., & Gopalakrishnan, V. (2016) · Proceedings of the 5th Workshop on All Things Cellular: Operations, Applications and Challenges · doi:10.1145/2980055.2980056 · Cited by 402 · see citing works
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Orchestrating Joint Offloading and Scheduling for Low-Latency Edge SLAM
Zhang, Y., Mao, Y., Wang, H., Yu, Z., Guo, S., Zhang, J., Wang, L., & Guo, B. (2025) · IEEE Transactions on Mobile Computing · doi:10.1109/tmc.2025.3547256 · Cited by 1 · see citing works
- Authors
- Feng, X., Liu, Y., & Wei, S.
- Affiliations
- Rutgers, The State University of New Jersey (US)
- Binghamton University (US)
- ORCID
- Feng, Xianglong
- Venue
- 2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR)
- Publisher
- IEEE
- Published
- 2020-03
- Volume
- 15
- Pages
- 800-808
- ISSN
- 1087-8270 (ISSN-L)
- OpenAlex
- W4243538177
- Cited by
- 45
- References
- 1
- Citations by year
- 2026: 2 · 2025: 8 · 2024: 6 · 2023: 13 · 2022: 11 · 2021: 4 · 2020: 1
- FWCI
- 2.24
- Type
- conference paper
- Language
- en
- Open access
- closed
- Licence
- Locations
- IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (publishedVersion)
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Image and Video Quality Assessment
- Social Sciences › Sociology and Political Science › Multimedia Communication and Technology
- Physical Sciences › Computer Science › Signal Processing › Video Coding and Compression Technologies
- Keywords
- viewport prediction, bandwidth reduction, online learning, hybrid neural network, sparse training data, real-time inference, head movement, 360-degree video
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