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Content for  TS 26.565  Word version:  18.0.0

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0  Introductionp. 6

This specification defines a media service enabler for split rendering in the 5G system.

1  Scopep. 7

The present document defines a Media Service Enabler for Split Rendering according to the guidelines of TR 26.857. The Split Rendering MSE covers functionality on the UE and on the Media AS. It also defines an API that is exposed to application developers on the UE to start and manage split rendering sessions.

2  Referencesp. 7

The following documents contain provisions which, through reference in this text, constitute provisions of the present document.
  • References are either specific (identified by date of publication, edition number, version number, etc.) or non-specific.
  • For a specific reference, subsequent revisions do not apply.
  • For a non-specific reference, the latest version applies. In the case of a reference to a 3GPP document (including a GSM document), a non-specific reference implicitly refers to the latest version of that document in the same Release as the present document.
[1]
TR 26.857: "5G Media Service Enablers".
[2]
ISO/IEC 12113:2022, Information technology, Runtime 3D asset delivery format, Khronos glTF 2.0
[3]
ISO/IEC 23090-14: Information technology - Coded representation of immersive media - Part 14: Scene Description for MPEG Media.
[4]
TS 26.119: Media Capabilities for Augmented Reality
[5]
TS 26.506: 5G Real-time Media Communication Architecture (Stage 2)
[6]
TS 26.113: Real-Time Media Communication; Protocols and APIs
[7]
TS 26.512: 5G Media Streaming (5GMS); Protocols
[8]
TS 26.522: 5G Real-time Media Transport Protocol Configurations
[9]
TS 26.510: Media Delivery: interactions and APIs for provisioning and media session handling
[10]
[11]
W3C, WebXR Device API, WebXR Device API (immersive-web.github.io)
[12]
Khronos, WebGL Specification 1.0, WebGL Specification (khronos.org)
[13]
W3C, Web Audio API, Web Audio API (w3.org)
[14]
TS 23.501: System architecture for the 5G System (5GS).
[15]
TS 23.503: 5G; Policy and charging control framework for the 5G System (5GS).
[16]
TR 26.857: 5G Media Service Enablers.
[17]
TS 26.247: "Transparent end-to-end Packet-switched Streaming Services (PSS); Progressive Download and Dynamic Adaptive Streaming over HTTP (3GP-DASH)".
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3  Definitions of terms, symbols and abbreviationsp. 8

3.1  Termsp. 8

For the purposes of the present document, the terms given in TR 21.905 and the following apply. A term defined in the present document takes precedence over the definition of the same term, if any, in TR 21.905.

3.2  Symbolsp. 8

For the purposes of the present document, the following symbols apply:

3.3  Abbreviationsp. 8

For the purposes of the present document, the abbreviations given in TR 21.905 and the following apply. An abbreviation defined in the present document takes precedence over the definition of the same abbreviation, if any, in TR 21.905.
AF
Application Function
AS
Application Server
MAF
Media Access Function
MAP
Media Application Provider
MSH
Media Session Handler
MSE
Media Service Enabler
5G-RTC
5G Real-Time Communication
RTC
Real-Time Communication
SR
Split Rendering
SRC
Split Rendering Client
SRS
Split Rendering Server
SWAP
Simple WebRTC Application Protocol
UE
User Equipment
XR
eXtended Reality
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4  Generalp. 8

4.1  Overviewp. 8

The Split Rendering Media Service Enabler collects a set of 5G media functions to build a media service enabler that targets application developers, network operators, and Media Application Providers, to enable the realization of split rendered applications.
The interfaces, formats, protocols, and APIs are either referenced or defined in this specification. This will allow for interoperability between multiple vendor implementations.
This specification targets primarily XR applications. However, it is not limited to XR applications and may be used for rendering for 2D displays.
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4.2  Typical Use Casesp. 9

A typical use case for the split rendering MSE is immersive gaming. In this use case, the UE benefits from invoking split rendering by avoiding the download of the game to the phone and getting high quality graphics from edge rendering.
Another use case that can benefit from split rendering is immersive communication, where users gather in a shared space and interact with each other and with the environment. Users may be represented by sophisticated Avatars and as the number of users increases the rendering will become more complex.
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