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VRIF NAB 2019 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G possibilities With Paul Higgs President, VRIF Chief Strategy Officer, Video Product Line, Huawei Technologies

5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

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Page 1: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

5G Meets Immersive Media - Part I

VRIF, VR360 and the 5G possibilities

With Paul Higgs

• President, VRIF

• Chief Strategy Officer, Video Product Line, Huawei Technologies

Page 2: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

Your Host: Rob Koenen

• First President of VRIF (2017 & 2018)

• Co-Founder and Chief Business Officer of Tiledmedia, the VR

Streaming Company– Viewport-adaptive streaming for extremely high

resolution VR at affordable bitrates, to existing devices

Page 3: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

To further the widespread availability

of high quality audiovisual VR

experiences, for the benefit of

consumers

• First industry guidelines released and updated in 2018– http://www.vr-if.org/guidelines/

– Covers production, delivery, security and user experienceof On Demand VR experiences

• 2019 Guidelines update– To be published in later this month (April 2019)

– Includes Live VR services, Text and Font representations, HDR aspects

Page 5: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

VRIF Activities• Guidelines for end-to-end

interoperable, high quality VR experiences

• Lexicon of terminology for Virtual Reality

• Interoperability and test events

• Support for member events and demonstrations at NAB, IBC and other relevant industry events

• Industry workshops exploring the current and expected technologies and approaches in virtual reality

• Coordination with standards bodies and other industry groups

• Analyst briefings

Page 6: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

State of VR360

• Passed through a very significant dip

• Caused by impossible expectations

• Lots happening, especially for live services

• Requires better quality – and we are getting there

2017 2018

Page 7: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

The Production Challenge

• VR is a new medium and only a few of the current production rules can

be directly applied

• The immersive experiences we seek may not always have the

connectivity to stream live

• Immersive content acquisition requires significant bandwidth to Cloud

based production facilities

(Richard Mills of Sky will talk about this tomorrow, same time & place)

5G will provide the reliable, high capacity connectivity

demanded for VR productions

Page 8: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

The Distribution Challenge

Immersive experiences – are interactive

– are untethered

– recreate reality

Reality requires significant amounts of audible and visual data to be

delivered with very low latency level

5G provides a predictable distribution

medium for immersive content

Page 9: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

The Quality Challenge

UCG(2)4K

UCGFullHD

Studio8K

90 FoV, 4Kx2K pixels, ~45pixels/degree

Studio16K

Ready for 24K?

5G will permit delivery of the viewport in the highest possible quality

Page 10: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

5G and Cloud Edge for full of partial rendering

will reduce cost and complexity of consumer

devices, removing a significant barrier to mass

market adoption.

VR headset form factors that are comfortable and quality that is believable

The Interoperability Challenge

• Existing immersive experiences are either – built for specific devices with limited flexibility

– built for many devices with compromised quality

• Real-time/interactive immersive experiences demand significant

storage and processing resources– Often exceeding the “typical consumer” threshold

Page 11: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

The Connectivity ChallengeWired connectivity has historically been positioned as high

capacity, reliable and interoperable through standardized

interfaces, but

• Wires restrict movement, artificially constraining the

immersive experience

“its like playing volleyball in a swimming pool”

New wireless connectivity meets the demands of immersive

experiences, permitting greater and wider freedom of expression

FTTx

Page 12: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

VRIF Guidelines 2.0

• To be released at the end of April– Live VR services

– Text & Fonts in VR experiences

– Watermarking 2D frames

– FOV emphasis for viewport

independent content

Page 13: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

Next Work Packages

• Volumetric capture– Three dimensional elements

• Cloud AR/VR– Using 5G to powering the next

level of immersive experience

• Augmented Reality

• Social VR– Removing the VR isolation factor

• New industry verticals

InteroperabilityQuality

Connectivity

www.vr-if.org/join

Page 14: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

Next Week in LA

• A few seats remain for this exclusive

event

• Join the conversation about 5G and

the immersive media opportunities

enabled by it• https://www.vr-if.org/events/3gpp-vrif-

ais-workshop/

Page 15: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

“Immersive Media Meets 5G”

Industry expert speakersTechnology demonstrations

Networking

Page 16: 5G Meets Immersive Media - Part I VRIF, VR360 and the 5G ... · •The immersive experiences we seek may not always have the connectivity to stream live •Immersive content acquisition

VRIF – NAB 2019

5G Meets Immersive Media - Part IITomorrow, Tuesday, April 9 • 4:00 PM - 4:30 PM, Here (SU13306)

• Per Fröjdh, Director of Media

Standardization at Ericsson

• How does 5G support Immersive

Media?

• Richard Mills, Technical Director,

Sky VR Studios

• How we will use 5G to improve

Immersive Media Distribution