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Enablers of low-latency immersive interaction in future remote-rendered Mixed Reality applications

Dóka, János and Nagy, Bálint György and Jocha, Dávid and Formanek, Bence and Viciedo, Iván and Rodrigo, Adrian and Gomez-Barquero, David and Sonkoly, Balázs (2025) Enablers of low-latency immersive interaction in future remote-rendered Mixed Reality applications. In: MMSys 2025 : Proceedings of the 16th ACM Multimedia Systems Conference. Association for Computing Machinery (ACM), New York, pp. 170-180. ISBN 9798400714672

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Abstract

Mixed Reality (MR) has launched from science fiction but its entrance in reality can reshape our society. By combining the physical and virtual worlds, it provides novel ways of immersive interactions and experiences and by these means enables a new generation of applications. The most exciting and challenging ones support collaborative, multi-user operation in large geographical scale, require real-time environment comprehension and high visual fidelity. The success or failure is definitely impacted by the capabilities and performance limits of edge cloud platforms and 5G/6G networks providing the offloading features for CPU/GPU intensive MR functions. In addition, the desired quality of user experience calls for further mechanisms at the application level hiding the consequences of varying network characteristics. In this paper, we propose a novel edge cloud based architecture for future remote-rendered MR applications supporting low-latency immersive interactions. Our contribution is threefold. First, the system architecture is presented focusing on the remote rendering, 3D simulation and environment detection control loops. Second, we highlight the main features of our proof-of-concept prototype and our dedicated application, namely the Mixed Reality version of a Rocket League inspired game. Third, the concepts are validated via experiments in a Beyond 5G infrastructure where we analyze the operation and latency characteristics of the overall system. In addition, the quality of the user experience is also evaluated via real-life experiments conducted as part of a student competition. The results show that the latency and jitter characteristics of the most sensitive render loop can be managed efficiently together by a network-level control (slice priorities) and an application-level (dynamic jitter buffer) mechanism. © 2025 Copyright is held by the owner/author(s). Publication rights licensed to ACM.

Item Type: Book Section
Additional Information: This work has been supported in part by the European Commission under the SNS project IMAGINE-B5G (Advanced 5G Open Platform for Large Scale Trials and Pilots across Europe), grant number 101096452. This project has received funding from the CHIPS Joint Undertaken as part of the European Union’s Horizon Europe research and innovation programme, SMARTY Project, grant agreement No. 101140087. B. Sonkoly was supported by the János Bolyai Research Scholarship of the Hungarian Academy of Sciences.
Uncontrolled Keywords: Computer control; Computer supported cooperative work; Human computer interaction; Multimedia systems; Augmented reality; Augmented reality; 3D modeling; Edge Computing; Edge Computing; low latency; Rendering (computer graphics); mobile edge computing; mixed reality; mixed reality; mixed reality; Computation Offloading; volume rendering; Human Computer Interaction (HCI); Edge clouds; 5G/6G; 5G/6G; computer interaction; Immersive; immersive application; environment understanding; environment understanding; immersive applications;
Subjects: Q Science / természettudomány > QA Mathematics / matematika
Q Science / természettudomány > QA Mathematics / matematika > QA76.76 Software Design and Development / Szoftvertervezés és -fejlesztés
T Technology / alkalmazott, műszaki tudományok > T2 Technology (General) / műszaki tudományok általában
SWORD Depositor: MTMT SWORD
Depositing User: MTMT SWORD
Date Deposited: 26 Sep 2025 09:20
Last Modified: 26 Sep 2025 09:20
URI: https://real.mtak.hu/id/eprint/225527

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