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Content for
TR 26.918
Word version: 18.0.0
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2
References
3
Definitions and abbreviations
3.1
Definitions
3.2
Abbreviations
4
Introduction to Virtual Reality
4.1
Definition
4.2
Video systems
4.3
Audio systems
4.4
Example service architectures
5
Use cases for Virtual Reality
5.1
General overview
5.2
Event broadcast/multicast use cases
5.3
VR streaming
5.4
Distributing 360 A/V content library in 3GPP
5.5
Live services consumed on HMD
5.6
Social TV and VR
5.7
Cinematic VR use cases
5.8
Learning application use cases
5.9
VR calls use cases
5.10
User generated VR use cases
5.11
Virtual world communication
5.12
HMD-based legacy content consumption
5.13
Use cases for Highlight Region(s) in VR video
...
2
References
p. 9
3
Definitions and abbreviations
p. 13
3.1
Definitions
p. 13
3.2
Abbreviations
p. 13
4
Introduction to Virtual Reality
p. 14
4.1
Definition
p. 14
4.1.1
Virtual reality
p. 14
4.1.2
Augmented reality
p. 14
4.1.3
Mixed reality
p. 14
4.2
Video systems
p. 14
4.2.1
Introduction
p. 14
4.2.2
Field of view
p. 14
4.2.2.1
Definition
p. 14
4.2.2.2
Horizontal FOV
p. 15
4.2.2.3
Vertical FOV
p. 15
4.2.3
Lenses for a wider FOV
p. 15
4.2.4
Optical aberrations
p. 16
4.2.4.1
Introduction
p. 16
4.2.4.2
Lens distortion
p. 16
4.2.4.3
Chromatic aberration
p. 17
4.2.5
VR Video systems
p. 18
4.2.5.1
Introduction
p. 18
4.2.5.2
Capture
p. 18
4.2.5.3
Sphere stitching
p. 19
4.2.5.4
Projection
p. 21
4.2.5.5
Region-wise mapping (packing)
p. 21
4.2.5.6
Encoding & Decoding
p. 22
4.2.5.6.1
Introduction
p. 22
4.2.5.6.2
Single stream approach
p. 22
4.2.5.6.3
Multi-stream approach
p. 23
4.2.5.6.4
Tiled stream approach
p. 23
4.2.5.7
File/DASH encapsulation/decapsulation
p. 23
4.2.5.8
Delivery
p. 24
4.2.5.9
Rendering
p. 24
4.3
Audio systems
p. 24
4.3.1
Introduction
p. 24
4.3.2
Audio capture system
p. 25
4.3.2.1
Introduction
p. 25
4.3.2.2
Audio capture system for scene-based audio representation
p. 25
4.3.2.3
Audio capture system for channel-based audio representation
p. 27
4.3.2.4
Audio capture system for object-based audio representation
p. 28
4.3.3
Content production workflow
p. 28
4.3.3.1
Introduction
p. 28
4.3.3.2
Content production workflow for Scene-Based Audio
p. 28
4.3.3.3
Channel-based content production workflow
p. 29
4.3.3.4
Production and post production for Object-Based audio representation
p. 29
4.3.3.5
Object metadata and controls for VR
p. 30
4.3.4
VR audio production formats
p. 30
4.3.4.1
Introduction
p. 30
4.3.4.2
Survey of existing spatial audio formats
p. 31
4.3.4.3
Observations
p. 33
4.3.5
Audio rendering system
p. 34
4.3.5.1
Audio rendering system for Scene-Based Audio
p. 34
4.3.5.2
Audio Rendering system for Channel-Based Audio
p. 34
4.3.5.3
Audio Rendering System for Object-Based Audio
p. 35
4.3.6
Audio rendering system
p. 35
4.3.7
Audio quality evaluation of a VR delivery system
p. 35
4.3.7.1
Audio signal flow
p. 35
4.3.7.2
Factors influencing the QoE
p. 36
4.3.7.3
Recommended objectives for quality assessment and assurance
p. 37
4.3.8
Data exchange for audio formats
p. 37
4.3.8.1
Introduction
p. 37
4.3.8.2
Data exchange for Scene-Based Audio formats
p. 37
4.3.9
Analysis of Ambisonics
p. 38
4.4
Example service architectures
p. 38
4.4.1
Introduction
p. 38
4.4.2
Streaming architecture
p. 39
5
Use cases for Virtual Reality
p. 39
5.1
General overview
p. 39
5.1.1
Introduction
p. 39
5.1.2
Single observation point
p. 40
5.1.3
Continuously variable observation point
p. 40
5.1.4
Background to the use cases
p. 40
5.1.5
Simultaneous diegetic and non-diegetic rendering
p. 40
5.2
Event broadcast/multicast use cases
p. 41
5.2.1
Introduction
p. 41
5.2.2
"Infinite seating" content delivery via multicast
p. 41
5.2.3
Event multicast to VR receivers
p. 41
5.3
VR streaming
p. 42
5.3.1
Use case
p. 42
5.3.2
Areas of investigation
p. 42
5.4
Distributing 360 A/V content library in 3GPP
p. 42
5.4.1
Introduction: content library and target devices
p. 42
5.4.2
Downloading content
p. 43
5.4.3
Non-real-time MBMS distribution of VR content
p. 43
5.4.4
Streaming content
p. 43
5.5
Live services consumed on HMD
p. 44
5.5.1
Introduction
p. 44
5.5.2
Streaming content
p. 44
5.5.3
MBMS delivery of content
p. 44
5.5.4
Mixed delivery of content
p. 44
5.6
Social TV and VR
p. 44
5.6.1
Base use case
p. 44
5.6.2
360-degree experience
p. 44
5.7
Cinematic VR use cases
p. 44
5.7.1
Introduction
p. 44
5.7.2
Linear cinematic VR
p. 45
5.7.3
Interactive cinematic VR
p. 45
5.8
Learning application use cases
p. 45
5.8.1
Introduction
p. 45
5.8.2
Remote class participation
p. 45
5.9
VR calls use cases
p. 46
5.9.1
Spherical video based calls
p. 46
5.9.2
Videoconferencing with 360 video
p. 46
5.9.3
Gap analysis for VR calls use cases
p. 46
5.10
User generated VR use cases
p. 46
5.10.1
User generated 360 video and audio recording
p. 46
5.10.2
User generated live streaming - "See what I see"
p. 47
5.11
Virtual world communication
p. 47
5.11.1
In-Game Communications
p. 47
5.11.2
Virtual Meeting Place
p. 47
5.12
HMD-based legacy content consumption
p. 47
5.12.1
Introduction
p. 47
5.12.2
Private TV
p. 48
5.12.3
Floating mosaic
p. 48
5.12.4
Enriched TV
p. 49
5.13
Use cases for Highlight Region(s) in VR video
p. 49
5.13.1
Initial view point for on-demand content
p. 49
5.13.2
View point for random tuning in
p. 49
5.13.3
Director view from artistic intent
p. 49
5.13.4
Region-of-Interest (RoI)-driven content consumption
p. 50