# A Survey on 360-Degree Video: Coding, Quality of Experience and Streaming

arXiv: https://arxiv.org/abs/2102.08192 · HTML: https://mlsanity.com/paper/2102.08192/

## Key facts

- Cited by 6 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 16 Feb 2021.

## Built on by (most cited first, 6 of 6)

- [Geometry Fidelity for Spherical Images](https://mlsanity.com/paper/2407.18207/) (2024)
- [Tile Classification Based Viewport Prediction with Multi-modal Fusion Transformer](https://mlsanity.com/paper/2309.14704/) (2023)
- [A Systematic Investigation on Deep Learning-Based Omnidirectional Image and Video Super-Resolution](https://mlsanity.com/paper/2506.06710/) (2025)
- [Omnidirectional Video Super-Resolution using Deep Learning](https://mlsanity.com/paper/2506.14803/) (2025)
- [Immersive Multimedia Communication: State-of-the-Art on eXtended Reality Streaming](https://mlsanity.com/paper/2506.10004/) (2025)
- [MUGEN: Interactive Panoramic World Exploration via Camera Control](https://mlsanity.com/paper/2609.38077/) (2026)

## Abstract (arXiv)

The commercialization of Virtual Reality (VR) headsets has made immersive and 360-degree video streaming the subject of intense interest in the industry and research communities. While the basic principles of video streaming are the same, immersive video presents a set of specific challenges that need to be addressed. In this survey, we present the latest developments in the relevant literature on four of the most important ones: (i) omnidirectional video coding and compression, (ii) subjective and objective Quality of Experience (QoE) and the factors that can affect it, (iii) saliency measurement and Field of View (FoV) prediction, and (iv) the adaptive streaming of immersive 360-degree videos. The final objective of the survey is to provide an overview of the research on all the elements of an immersive video streaming system, giving the reader an understanding of their interplay and performance.
