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Content for
TR 26.905
Word version: 18.0.0
1…
5…
5
Technology description
6
Streaming use cases
7
Download use cases
8
Use cases for further study
9
Mobile 3D subjective tests
10
Content re-targeting
11
Conclusions
$
Change history
5
Technology description
p. 10
5.1
Mobile 3D rendering technologies
p. 10
5.1.1
Introduction
p. 10
5.1.2
Glasses-free 3D video rendering technologies
p. 10
5.1.1.1
Parallax barrier
p. 10
5.1.1.2
Lenticular lens sheet
p. 11
5.1.3
Glasses-based 3D video rendering technologies
p. 12
5.1.3.1
Active-shutter glasses
p. 12
5.1.3.2
Passive glasses
p. 12
5.1.4
Potential impacts on a 3D service implementation
p. 13
5.2
Stereoscopic 3D frame packing formats
p. 13
5.2.1
Frame-compatible packing formats
p. 13
5.2.2
Full resolution per view packing formats
p. 14
5.3
Video codecs for stereoscopic 3D
p. 15
5.3.1
H.264/AVC for frame compatible packing formats
p. 15
5.3.2
H.264/AVC for temporal interleaving packing format
p. 15
5.3.3
MVC (Multiview Video Coding)
p. 15
5.3.4
Performance evaluation of the compression efficiency
p. 16
5.3.4.1
Simulation setup
p. 16
5.3.4.2
Simulation results
p. 17
5.4
3D signalling
p. 24
5.4.1
SIP/SDP codec and format signalling
p. 24
5.4.2
File format signalling
p. 25
5.4.2.1
Introduction
p. 25
5.4.2.2
Frame compatible H.264/AVC
p. 25
5.4.2.3
Temporally interleaved H.264/AVC
p. 25
5.4.2.4
Multiview Video Coding MVC
p. 26
5.4.2.5
Mixed 2D/3D video
p. 26
5.4.2.6
MIME type signalling for 3D stereoscopic video files
p. 26
5.4.3
Device capability exchange signalling of supported 3D video codecs and formats
p. 26
5.4.4
Inclusion of 3D video information in the DASH MPD
p. 27
6
Streaming use cases
p. 27
6.1
PSS and MBMS-based 3D video services
p. 27
6.1.1
Use case description
p. 27
6.1.2
Working assumptions and operation points
p. 27
6.1.3
Technical analysis
p. 28
6.2
DASH-based streaming of 3D content
p. 28
6.2.1
Use case description
p. 28
6.2.2
Working assumptions and operation points
p. 28
6.2.3
Evaluation of DASH-based streaming with HTTP-caching
p. 28
6.2.3.1
Introduction
p. 28
6.2.3.2
Coding of VoD content items
p. 29
6.2.3.3
Simulation model
p. 30
6.2.3.4
Simulation results
p. 31
6.3
Common provisioning of 2D and 3D content for download and streaming
p. 32
6.3.1
Use case description
p. 32
6.3.2
Working assumptions and operation points
p. 33
6.3.3
Technical analysis
p. 34
6.4
3D Timed Text and Graphics
p. 34
6.4.1
Use case description
p. 34
6.4.2
Working assumptions and operation points
p. 35
6.4.3
Possible solution
p. 35
6.5
2D/3D mixed contents service
p. 36
6.5.1
Use case description
p. 36
6.5.2
Working assumptions and operation points
p. 37
6.5.3
Technical analysis
p. 37
6.6
Service provisioning based on depth range of the 3D content
p. 37
6.6.1
Use case description
p. 37
6.6.2
Working assumptions and operation points
p. 37
6.6.3
Possible solution
p. 37
7
Download use cases
p. 38
7.1
Download of 3D video
p. 38
7.1.1
Use case description
p. 38
7.1.2
Working assumptions and operation points
p. 38
7.1.3
Technical analysis
p. 38
7.2
Progressive download of 3D video
p. 38
7.2.1
Use case description
p. 38
7.2.2
Working assumptions and operation points
p. 39
7.2.3
Technical analysis
p. 39
7.3
Correct rendering of downloaded 3D video
p. 39
7.3.1
Use case description
p. 39
7.3.2
Working assumptions and operation points
p. 39
7.3.3
Technical analysis
p. 39
8
Use cases for further study
p. 39
8.1
Introduction
p. 39
8.2
3D video delivering based on 2D video warehouse
p. 39
8.2.1
Use case description
p. 39
8.2.2
Working assumptions and operation points
p. 40
8.3
3D video conversational services
p. 40
8.3.1
Use case description
p. 40
8.3.2
Working assumptions and operation points
p. 41
8.4
Multiple-party 3D video conference
p. 41
8.4.1
Use case description
p. 41
8.4.2
Working assumptions and operation points
p. 42
8.5
3D video call fall back to legacy phone
p. 42
8.5.1
Use case description
p. 42
8.5.2
Working assumptions and operation points
p. 43
8.5.3
Gap analysis on supporting 3D video call fallback between 3D video phones
p. 43
8.6
3D video call fall back between 3D capable phones
p. 43
8.6.1
Use case description
p. 43
8.6.2
Working assumptions and operation points
p. 43
8.6.3
Gap analysis on supporting 3D video call fallback between 3D video phones
p. 43
8.7
3D content in messaging
p. 44
8.7.1
Use case description
p. 44
8.7.2
Working assumptions and operation points
p. 44
8.8
3D service in the converged environment
p. 44
8.8.1
Use case description
p. 44
8.8.2
Working assumptions and operation points
p. 45
8.9
Bitrate adaptation
p. 45
8.9.1
Introduction
p. 45
8.9.2
Restricted access bandwidth
p. 45
8.9.3
Rate adaptation in PSS and DASH
p. 45
8.9.4
Rate adaptation in MTSI
p. 46
8.9.5
Rate adaptation due to shared radio resources
p. 46
8.10
View scalability for graceful degradation
p. 46
8.10.1
Introduction
p. 46
8.10.2
Graceful degradation in MBMS when entering bad reception conditions
p. 46
8.10.3
Graceful degradation in MTSI
p. 46
8.10.4
Combined support of heterogeneous devices and graceful degradation
p. 46
9
Mobile 3D subjective tests
p. 47
9.1
Introduction
p. 47
9.2
Test description
p. 47
9.2.1
Video sources
p. 47
9.2.2
Content preparation
p. 47
9.2.2.1
Frame rate evaluation
p. 47
9.2.2.2
Resolution evaluation
p. 47
9.2.3
Encoding profiles
p. 47
9.2.4
Subjective test conditions
p. 48
9.2.4.1
Methodology
p. 48
9.2.4.2
Implementation
p. 48
9.2.4.3
Observers
p. 48
9.3
Test results
p. 49
9.3.1
Frame rate evaluation
p. 49
9.3.2
Resolution evaluation
p. 50
9.4
Conclusion of the test
p. 50
10
Content re-targeting
p. 50
10.1
Introduction
p. 50
10.2
Down-sampling/Up-sampling
p. 51
10.3
Extraction of depth map
p. 51
10.4
Occlusion handling
p. 52
10.5
Depth adjustment
p. 52
10.6
Creation of the second view
p. 53
11
Conclusions
p. 53
11.1
Introduction
p. 53
11.2
Frame Compatible Format for Stereoscopic Video Coding
p. 53
11.3
Stereoscopic Multi-view Video Coding
p. 54
$
Change history
p. 56