Live VR end-to-end workflows: real-life deployments and advances in VR and network technology

Mauricio Aracena, T. Fautier, O. Oyman
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Abstract

Live VR sports events are gaining traction among viewers since immersive services add a closer experience than watching on a TV providing even better point of views than being at the event. The content acquisition of the Live VR feed is captured using additional cameras dedicated for this purpose (in addition to the traditional cameras). In the venue, there might be several locations where the VR content is captured. The director may choose which Live VR feeds are distributed to home delivery, either by producing one single VR feed, or by giving the choice to the end user to select which one to watch, or a by offering a combination of a produced feed and individual cameras. In this paper, we describe and analyze the live VR workflows from an end-to-end perspective such as production, contribution, distribution and consumption aspects and describe how this can be complementary to the traditional broadcast services with a 4K like experience. We also describe how the recent advances in VR technology can improve VR experience in an optimal bandwidth using view port dependent technologies (for instance using MPEG OMAF format) and how VR production techniques (such as volumetric) provide advance tools for capturing footage from many angles for producing live free-point of view consumption and volumetric replays. This paper also presents Live VR service deployments using those technologies and it will describe the technical challenges from an end-to-end perspective on how to achieve high quality (VR360 8K equivalent) considering aspects such as bit rate, latency, CDN configurations and device capabilities. Finally, we also address how any high speed broadband infrastructure like 5G , Fiber of DOCSIS 3.1 infrastructure and new 5G devices with their built in 8K capabilities can simplify the Live workflow, and how it can accelerate the 8K VR deployments.
实时VR端到端工作流程:VR和网络技术的现实部署和进步
现场VR体育赛事正在吸引观众,因为沉浸式服务比在电视上观看更能提供近距离的体验,提供比现场更好的视角。Live VR馈送的内容获取是使用专门用于此目的的额外摄像机(除了传统摄像机)捕获的。在场地中,可能有几个位置可以捕获VR内容。导演可以选择将哪些Live VR馈送分发到家庭交付,或者通过制作单个VR馈送,或者通过让最终用户选择观看哪一个,或者通过提供生成的馈送和单个摄像机的组合。在本文中,我们从生产、贡献、发行和消费等方面的端到端角度描述和分析了现场VR工作流程,并描述了它如何与传统广播服务相辅相成,提供类似4K的体验。我们还描述了VR技术的最新进展如何使用视口相关技术(例如使用MPEG OMAF格式)在最佳带宽下改善VR体验,以及VR生产技术(例如volumetric)如何提供先进的工具,用于从多个角度捕获镜头,以生产现场自由视点消费和体积重放。本文还介绍了使用这些技术的实时VR服务部署,并将从端到端角度描述如何实现高质量(VR360 8K等效)的技术挑战,考虑到比特率、延迟、CDN配置和设备功能等方面。最后,我们还讨论了任何高速宽带基础设施,如5G、光纤DOCSIS 3.1基础设施和具有内置8K功能的新5G设备如何简化直播工作流程,以及它如何加速8K VR部署。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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