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Content for  TR 26.918  Word version:  18.0.0

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2  Referencesp. 9

3  Definitions and abbreviationsp. 13

4  Introduction to Virtual Realityp. 14

4.1  Definitionp. 14

4.2  Video systemsp. 14

4.3  Audio systemsp. 24

4.3.1  Introductionp. 24

4.3.2  Audio capture systemp. 25

4.3.3  Content production workflowp. 28

4.3.4  VR audio production formatsp. 30

4.3.5  Audio rendering systemp. 34

4.3.6  Audio rendering systemp. 35

4.3.7  Audio quality evaluation of a VR delivery systemp. 35

4.3.8  Data exchange for audio formatsp. 37

4.3.9  Analysis of Ambisonicsp. 38

4.4  Example service architecturesp. 38

5  Use cases for Virtual Realityp. 39

5.1  General overviewp. 39

5.2  Event broadcast/multicast use casesp. 41

5.3  VR streamingp. 42

5.4  Distributing 360 A/V content library in 3GPPp. 42

5.5  Live services consumed on HMDp. 44

5.6  Social TV and VRp. 44

5.7  Cinematic VR use casesp. 44

5.8  Learning application use casesp. 45

5.9  VR calls use casesp. 46

5.10  User generated VR use casesp. 46

5.11  Virtual world communicationp. 47

5.12  HMD-based legacy content consumptionp. 47

5.13  Use cases for Highlight Region(s) in VR videop. 49


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