Tech-
invite
3GPP
space
IETF
space
21
22
23
24
25
26
27
28
29
31
32
33
34
35
36
37
38
4‑5x
Content for
TR 26.955
Word version: 18.0.0
0…
4…
5…
6…
7…
8…
A…
6
Relevant Scenarios
6.1
Introduction
6.2
Scenario 1: Full HD Streaming
6.3
Scenario 2: 4K-TV
6.4
Scenario 3: Screen Content Scenario
6.5
Scenario 4: Messaging and Social Sharing
6.6
Scenario 5: Online Gaming
...
6
Relevant Scenarios
p. 44
6.1
Introduction
p. 44
6.2
Scenario 1: Full HD Streaming
p. 45
6.2.1
Motivation
p. 45
6.2.2
Description of the Anticipated Application
p. 45
6.2.3
Source Format Properties
p. 46
6.2.4
Encoding and Decoding Constraints
p. 46
6.2.5
Performance Metrics
p. 47
6.2.6
Interoperability Considerations
p. 47
6.2.7
Reference Sequences
p. 48
6.2.8
Anchor Definition
p. 48
6.2.8.1
Overview
p. 48
6.2.8.2
H.264/AVC Anchors
p. 48
6.2.8.2.1
Overview
p. 48
6.2.8.2.2
S1-JM-01
p. 49
6.2.8.3
H.265/HEVC Anchors
p. 50
6.2.8.3.1
Overview
p. 50
6.2.8.3.2
Common Parameters and Settings
p. 50
6.2.8.3.3
S1-HM-01: SDR Settings
p. 51
6.2.8.3.4
S1-HM-02: HDR PQ Settings
p. 51
6.2.9
Anchor Results
p. 51
6.2.9.1
H.264/AVC Anchors
p. 51
6.2.9.2
H.265/HEVC Anchors
p. 52
6.3
Scenario 2: 4K-TV
p. 52
6.3.1
Motivation
p. 52
6.3.2
Description of the Anticipated Application
p. 53
6.3.3
Source Format Properties
p. 54
6.3.4
Encoding and Decoding Constraints
p. 54
6.3.5
Performance Metrics
p. 54
6.3.6
Interoperability Considerations
p. 55
6.3.7
Reference Sequences
p. 55
6.3.8
Anchor Definition
p. 56
6.3.8.1
Overview
p. 56
6.3.8.2
H.264/AVC Anchors
p. 56
6.3.8.3
H.265/HEVC Anchors
p. 56
6.3.8.3.1
Overview
p. 56
6.3.8.3.2
Common Parameters and Settings
p. 56
6.3.8.3.3
S2-HM-01: SDR Settings
p. 57
6.3.8.3.4
S2-HM-02: HDR PQ Settings
p. 57
6.3.9
Anchor Results
p. 57
6.3.9.1
H.264/AVC Anchors
p. 57
6.3.9.2
H.265/HEVC Anchors
p. 57
6.4
Scenario 3: Screen Content Scenario
p. 58
6.4.1
Motivation
p. 58
6.4.2
Description of the Anticipated Application
p. 59
6.4.3
Source Format Properties
p. 59
6.4.4
Encoding and Decoding Constraints
p. 59
6.4.5
Performance Metrics
p. 60
6.4.6
Interoperability Considerations
p. 60
6.4.7
Reference Sequences
p. 60
6.4.8
Anchor Definition
p. 61
6.4.8.1
Overview
p. 61
6.4.8.2
H.264/AVC Anchors
p. 61
6.4.8.2.1
Overview
p. 61
6.4.8.2.2
Common Parameters
p. 61
6.4.8.2.3
S3-JM-01: no random access
p. 62
6.4.8.2.4
S3-JM-02: fixed Intra every second
p. 62
6.4.8.3
H.265/HEVC Anchors
p. 63
6.4.8.3.1
Overview
p. 63
6.4.8.3.2
Common Settings
p. 64
6.4.8.3.3
S3-HM-01 and S3-HM-03: Main 10 Profile with no fixed Intra
p. 65
6.4.8.3.4
S3-HM-02 and S3-HM-04: Main 10 Profile with fixed Intra every second
p. 65
6.4.8.3.5
S3-SCC-01 and S3-SCC-03: Screen Content Profile with no fixed Intra
p. 65
6.4.8.3.6
S3-SCC-02 and S3-SCC-04: Screen Content Profile with fixed Intra every second
p. 65
6.4.9
Anchor Results
p. 66
6.4.9.1
H.264/AVC Anchors
p. 66
6.4.9.2
H.265/HEVC Anchors
p. 66
6.4.10
Additional information and external performance data
p. 70
6.5
Scenario 4: Messaging and Social Sharing
p. 70
6.5.1
Motivation
p. 70
6.5.2
Description of the Anticipated Application
p. 71
6.5.3
Source Format Properties
p. 73
6.5.4
Encoding and Decoding Constraints
p. 73
6.5.5
Performance Metrics
p. 74
6.5.6
Interoperability Considerations
p. 74
6.5.7
Reference Sequences
p. 74
6.5.8
Anchor Definition
p. 75
6.5.8.1
Overview
p. 75
6.5.8.2
H.264/AVC Anchors
p. 75
6.5.8.2.1
Overview
p. 75
6.5.8.2.2
Common Parameters
p. 75
6.5.8.2.3
S4-JM-01: no random access
p. 76
6.5.8.2.4
S4-JM-02: random access near 1 sec
p. 76
6.5.8.3
H.265/HEVC Anchors
p. 76
6.5.8.3.1
Overview
p. 76
6.5.8.3.2
Common Parameters
p. 77
6.5.8.3.4
S4-HM-02: Intra
p. 77
6.5.9
Anchor Results
p. 78
6.5.9.1
H.264/AVC Anchors
p. 78
6.5.9.2
H.265/HEVC Anchors
p. 78
6.6
Scenario 5: Online Gaming
p. 79
6.6.1
Motivation
p. 79
6.6.2
Description of the Anticipated Application
p. 80
6.6.3
Source Format Properties
p. 80
6.6.3.1
Introduction
p. 80
6.6.3.2
Category A: Low/medium dynamicity with low/medium complexity.
p. 81
6.6.3.3
Category B: games with high dynamicity and low/medium complexity.
p. 81
6.6.3.4
Category C: games with high dynamicity and high complexity.
p. 81
6.6.3.5
Category D: photo-realistic games or games based on natural images/video.
p. 81
6.6.3.6
Category E: XR game content
p. 81
6.6.3.7
Summary
p. 81
6.6.4
Encoding and Decoding Constraints
p. 82
6.6.5
Performance Metrics
p. 83
6.6.6
Interoperability Considerations
p. 83
6.6.7
Reference Sequences
p. 83
6.6.8
Anchor Definition
p. 84
6.6.8.1
Overview
p. 84
6.6.8.2
H.264/AVC Anchors
p. 84
6.6.8.2.1
Overview
p. 84
6.6.8.2.2
Common Parameters
p. 84
6.6.8.2.3
S5-JM-01: no random access
p. 85
6.6.8.2.4
S5-JM-02: random access near 1 sec
p. 85
6.6.8.3
H.265/HEVC Anchors
p. 85
6.6.8.3.1
Overview
p. 85
6.6.8.3.2
Common Parameters
p. 86
6.6.8.3.3
S5-HM-01: Main 10 Profile with no fixed random access
p. 87
6.6.8.3.4
S5-HM-02: Main 10 Profile with fixed random access near 1 sec
p. 87
6.6.8.3.5
S5-SCC-01: Screen Content Profile with no fixed random access
p. 87
6.6.8.3.6
S5-SCC-02: Screen Content Profile with random access near 1 sec
p. 87
6.6.9
Anchor Results
p. 88
6.6.9.1
H.264/AVC Anchors
p. 88
6.6.9.2
H.265/HEVC Anchors
p. 89