Edge computing for real-time AR/VR rendering – Complete Phd and Masters Thesis

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Introduction

In recent years, Augmented Reality (AR) and Virtual Reality (VR) technologies have seen a significant increase in popularity across various fields, including entertainment, education, healthcare, and manufacturing. These technologies offer immersive and interactive experiences by overlaying digital information onto the physical world or creating entirely virtual environments. However, rendering high-quality AR/VR content in real time remains a challenging task due to the complex graphical computations involved. Edge computing, a paradigm that brings data processing closer to the edge of the network to reduce latency and bandwidth usage, has emerged as a promising solution to address this challenge.

This thesis aims to explore the potential of edge computing for real-time AR/VR rendering and its implications for enhancing the user experience. By leveraging edge resources, such as edge servers and edge devices, we can offload some of the computational burden from the central cloud servers, thereby reducing latency and improving performance. Furthermore, edge computing can enable context-aware rendering, where the AR/VR content is optimized based on the user’s location, device capabilities, and network conditions.

Chapter 1: Introduction
1.1 Introduction
1.2 Background of the Study
1.3 Problem Statement
1.4 Objective of the Study
1.5 Limitation of Study
1.6 Scope of Study
1.7 Significance of Study
1.8 Structure of the Thesis
1.9 Definition of Terms

Chapter 2: Literature Review
2.1 Overview of Augmented Reality and Virtual Reality Technologies
2.2 Edge Computing in AR/VR Applications
2.3 Real-time Rendering Techniques
2.4 Context-aware Rendering
2.5 Edge Servers and Edge Devices
2.6 Challenges and Opportunities in AR/VR Rendering
2.7 Previous Studies on Edge Computing for AR/VR
2.8 Current Trends in AR/VR Technology
2.9 Impact of Edge Computing on User Experience
2.10 Future Directions in AR/VR Rendering

Chapter 3: Research Methodology
3.1 Research Design
3.2 Data Collection Methods
3.3 Data Analysis Techniques
3.4 Selection of Participants
3.5 Experimental Setup
3.6 Performance Metrics
3.7 Validation Methods
3.8 Ethical Considerations

Chapter 4: Discussion of Findings
4.1 Performance Comparison of Centralized vs. Edge Rendering
4.2 Impact of Edge Computing on Latency and Bandwidth Usage
4.3 User Experience Evaluation
4.4 Context-aware Rendering Techniques
4.5 Scalability and Flexibility of Edge Computing
4.6 Cost-effectiveness and Resource Optimization
4.7 Integration with Cloud-based Rendering
4.8 Security and Privacy Concerns

Chapter 5: Conclusion and Summary
5.1 Summary of Key Findings
5.2 Contributions to the Field
5.3 Practical Implications
5.4 Recommendations for Future Research
5.5 Conclusion

Overall, this thesis will provide insights into the potential of edge computing for real-time AR/VR rendering and offer practical recommendations for optimizing the user experience in immersive virtual environments. By exploring the intersection of edge computing and AR/VR technologies, this research aims to advance the field and inspire new innovations in interactive content delivery.

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