Streaming of 3D content has become accessible and widespread thanks to inexpensive devices such as Google cardboard and Samsung Gear VR. In most of the applications the user is located at the center of a sphere where the interactive movie is projected, and she can look in different directions of the immersive world by tilting her head. The same technology can be used also to create different types of immersive content aimed at different goals. This paper proposes a study for a system delivering object-centric as opposed to user-centric contents, where the subject of the action is in the center and the viewer can look at it from different directions. This type of multimedia content has many potential applications, ranging from product advertising to educational purposes. It also requires much more complex systems, which must be properly studied and sized to deliver the optimal performance required to support a good user experience. As the quality of the system depends heavily on the ability of its computing subsystem for computing image frames timely, and data streams to be processed depend on the geometry and setting of the acquisition subsystem, a preliminary performance analysis is needed to derive the specifications of the computing subsystem. This work exploits a Second Order Fluid Model to analyze and study the performances of the proposed system and defines a set of guidelines to properly develop a correct hardware and software solution.
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