# Learning-based Prediction, Rendering and Association Optimization for MEC-enabled Wireless Virtual Reality (VR) Network

arXiv: https://arxiv.org/abs/2005.08332 · HTML: https://mlsanity.com/paper/2005.08332/

## Key facts

- Cited by 5 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 17 May 2020.

## Built on by (most cited first, 5 of 5)

- [Federated Learning and Meta Learning: Approaches, Applications, and Directions](https://mlsanity.com/paper/2210.13111/) (2022)
- [Beyond the Edge: An Advanced Exploration of Reinforcement Learning for Mobile Edge Computing, its Applications, and Future Research Trajectories](https://mlsanity.com/paper/2404.14238/) (2024)
- [Edge Learning via Federated Split Decision Transformers for Metaverse Resource Allocation](https://mlsanity.com/paper/2602.16174/) (2026)
- [Reinforcement Learning-Empowered Mobile Edge Computing for 6G Edge Intelligence](https://mlsanity.com/paper/2201.11410/) (2022)
- [Personalized Federated Learning for Cellular VR: Online Learning and Dynamic Caching](https://mlsanity.com/paper/2501.11745/) (2025)

## Abstract (arXiv)

Wireless-connected Virtual Reality (VR) provides immersive experience for VR users from any-where at anytime. However, providing wireless VR users with seamless connectivity and real-time VR video with high quality is challenging due to its requirements in high Quality of Experience (QoE) and low VR interaction latency under limited computation capability of VR device. To address these issues,we propose a MEC-enabled wireless VR network, where the field of view (FoV) of each VR user can be real-time predicted using Recurrent Neural Network (RNN), and the rendering of VR content is moved from VR device to MEC server with rendering model migration capability. Taking into account the geographical and FoV request correlation, we propose centralized and distributed decoupled Deep Reinforcement Learning (DRL) strategies to maximize the long-term QoE of VR users under the VR interaction latency constraint. Simulation results show that our proposed MEC rendering schemes and DRL algorithms substantially improve the long-term QoE of VR users and reduce the VR interaction latency compared to rendering at VR devices
