VR video ecosystem for live distribution
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- Author(s): T. Fautier Source: IBC 2016 Conference, 2016 page ()
- Conference: IBC 2016 Conference
- DOI: 10.1049/ibc.2016.0028
- ISBN: 978-1-78561-343-2
- Location: Amsterdam, Netherlands
- Conference date: 8-12 Sept. 2016
- Format: PDF
New VR (Virtual Reality) HMDs (Head Mounted Displays) being introduced in 2016 are creating increased demand for VR video content. A growing amount of content - including documentaries, movies and live events - have already been covered in VR video. For the market to truly take off, some standardization is required with regards to the rules of content writing, the content acquisition and stitching methods, and the approach for mapping content for encoding and delivery. In addition, the industry needs to define a unified mechanism to address all of the different ecosystems, ranging from the various VR devices to mobile devices, STBs and connected TVs, to avoid the fragmentation that resulted with 3D and over-the-top (OTT) video delivery. This paper will present reference architectures that can be deployed with existing technology to pave the way for future evolutions of VR.
Inspec keywords: multimedia computing; mobile computing; helmet mounted displays; virtual reality; video signal processing
Subjects: Optical, image and video signal processing; Video signal processing; Virtual reality; Multimedia; Computer displays; Mobile radio systems
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