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Content for  TR 26.865  Word version:  18.0.0

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0  Introductionp. 5

An essential architectural characteristic of XR clients is the reliance on a functional split between a set of composite pre-renderers that are implemented as parts of a presentation engine and a set of post-rendering operations implemented on an End Device prior to final output. Split rendering may be a necessity if the End Device is power constrained or limited in computational power. However, split rendering is not precluded from other End Devices that do not have such constraints. Nonetheless, throughout this this TR, when referring to the End Device in split rendering context, it may also be called lightweight End Device or lightweight UE.
The functional split assumed in split renderer architectures is a result of stringent implementation and operational requirements applicable for rendering of XR media on XR devices. For head-tracked immersive audio, the need to rely on a split renderer architecture, may depend on various factors among which the round-trip latency on the interface between the renderer in the presentation engine and the lightweight End Device is a decisive parameter. There are scenarios where this latency may be substantial which may make preferable a split rendering approach with pose correction in the End Device for binaural audio in a similar way as for video unless decoding and head-tracked binaural audio rendering on the lightweight End Device does not exceed its strict complexity constraints. In other scenarios, that latency may be sufficiently low, in which case the head-tracked binaural rendering can exclusively be done in the presentation engine. It is notable that the transmission over the interface may generally be bit rate constrained and dependent on the specific physical interface properties.
Technical solutions for the provision of immersive audio in split rendering scenarios are largely dependent on the associated properties and imposed requirements, which are identified by the present TR.
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1  Scopep. 6

The present document identifies relevant guidelines and IVAS [2] related requirements associated with split rendering scenarios for immersive audio. It covers:
  • Design guidelines/constraints related to complexity and memory as well as constraints related to relevant interfaces between presentation engine and End Device such as bit rate, latency, down- and upstream traffic characteristics.
  • Design guidelines/constraints related to functional capability requirements such as rendering of non-diegetic sounds, 3DoF rendering of diegetic immersive sounds.
  • Performance guidelines/requirements.
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2  Referencesp. 6

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 21.905: "Vocabulary for 3GPP Specifications".
[2]
TS 26.250: "Codec for Immersive Voice and Audio Services (IVAS); General overview".
[3]
TS 26.119: "Media Capabilities for Augmented Reality".
[4]
TR 26.998: "Support of 5G Glass-type Augmented Reality / Mixed Reality (AR/MR) devices".
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3  Definitions of terms, symbols and abbreviationsp. 6

3.1  Termsp. 6

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.
(Lightweight) End Device, lightweight UE:
When referring to the End Device in split rendering context, the terms lightweight End Device or lightweight UE may be used interchangeably.
Pre-rendering:
The process of decoding/rendering an original coded immersive audio format to an intermediate immersive audio representation suitable to be transmitted to an End Device.
Post-rendering:
The process of decoding/rendering an intermediate immersive audio representation in an End Device.
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3.2  Symbolsp. 6

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3.3  Abbreviationsp. 7

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.
AR
Augmented Reality
DoF
Degrees of Freedom
HMD
Head-Mounted Display
HOA
Higher Order Ambisonics
IVAS
Immersive Voice and Audio Services
ISM
Independent Streams with Metadata
MASA
Metadata-Assisted Spatial Audio
MC
Multi Channel
OTT
Over-The-Top
PLC
Packet loss concealment
QoE
Quality of Experience
QoS
Quality of Service
UE
User Equipment
XR
eXtended Reality
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