# Viewport-Adaptive Navigable 360-Degree Video Delivery

arXiv: https://arxiv.org/abs/1609.08042 · HTML: https://mlsanity.com/paper/1609.08042/

## Key facts

- Cited by 7 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 26 Sep 2016.

## Built on by (most cited first, 7 of 7)

- [Pseudocylindrical Convolutions for Learned Omnidirectional Image Compression](https://mlsanity.com/paper/2112.13227/) (2021)
- [Feeling of Presence Maximization: mmWave-Enabled Virtual Reality Meets Deep Reinforcement Learning](https://mlsanity.com/paper/2107.01001/) (2021)
- [Robust and Resource-efficient Machine Learning Aided Viewport Prediction in Virtual Reality](https://mlsanity.com/paper/2212.09945/) (2022)
- [Applying VertexShuffle Toward 360-Degree Video Super-Resolution on Focused-Icosahedral-Mesh](https://mlsanity.com/paper/2106.11253/) (2021)
- [ASL360: AI-Enabled Adaptive Streaming of Layered 360^circ Video over UAV-assisted Wireless Networks](https://mlsanity.com/paper/2509.10544/) (2025)
- [Training-Free Adaptive 360-degree Video Streaming via Semantic Potential Fields](https://mlsanity.com/paper/2603.20999/) (2026)
- [Rate-Distortion Adaptive Primitive Selection for Omnidirectional Gaussian Splatting](https://mlsanity.com/paper/2609.34367/) (2026)

## Abstract (arXiv)

The delivery and display of 360-degree videos on Head-Mounted Displays (HMDs) presents many technical challenges. 360-degree videos are ultra high resolution spherical videos, which contain an omnidirectional view of the scene. However only a portion of this scene is displayed on the HMD. Moreover, HMD need to respond in 10 ms to head movements, which prevents the server to send only the displayed video part based on client feedback. To reduce the bandwidth waste, while still providing an immersive experience, a viewport-adaptive 360-degree video streaming system is proposed. The server prepares multiple video representations, which differ not only by their bit-rate, but also by the qualities of different scene regions. The client chooses a representation for the next segment such that its bit-rate fits the available throughput and a full quality region matches its viewing. We investigate the impact of various spherical-to-plane projections and quality arrangements on the video quality displayed to the user, showing that the cube map layout offers the best quality for the given bit-rate budget. An evaluation with a dataset of users navigating 360-degree videos demonstrates that segments need to be short enough to enable frequent view switches.
