Point Cloud Streaming with Latency-Driven Implicit Adaptation using MoQ
Andrew Freeman, Michael Rudolph, Amr Rizk
TL;DR
This work tackles the challenge of real-time point cloud streaming for VR/AR by introducing latency-driven implicit adaptation using Multiple Description Coding and Media Over QUIC. The system leverages delivery timeouts and per-Track QUIC priorities to trade latency for quality on a per-client basis, enabling ultra-low-latency teleconferencing as well as higher-quality broadcasts for relaxed latency targets. Empirical results show substantial throughput gains and PCQM improvements when allowing greater latency, and a content-aware PoC demonstrates how prioritizing salient points can further enhance perceived quality. The approach offers a practical, transport-layer solution that reduces the need for explicit bitrate estimation while supporting diverse XR applications and realistic DASH baselines.
Abstract
Point clouds are a promising video representation for virtual and augmented reality. Their high-bitrate, however, has so far limited the practicality of live streaming systems. In this work, we leverage the delivery timeout feature within the Media Over QUIC protocol to perform implicit server-side adaptation based on an application's latency target. Through experimentation with several publisher and network configurations, we demonstrate that our system unlocks a unique trade-off on a per-client basis: applications with lower latency requirements will receive lower-quality video, while applications with more relaxed latency requirements will receive higher-quality video.
