Showing posts with label omnidirectional video streaming. Show all posts
Showing posts with label omnidirectional video streaming. Show all posts

Tuesday, December 5, 2023

A Tutorial on Immersive Video Delivery: From Omnidirectional Video to Holography

 A Tutorial on Immersive Video Delivery: From Omnidirectional Video to Holography

IEEE Communications Surveys and Tutorials

[PDF]

Jeroen van der Hooft (Ghent University, Belgium), Hadi Amirpour (AAU, Austria), Maria Torres Vega (KU Leuven, Belgium), Yago Sanchez (Fraunhofer/HHI), Raimund Schatz (AIT, Austria), Thomas Schierl (Fraunhofer/HHI, Germany), and Christian Timmerer (AAU, Austria)

Abstract: Video services are evolving from traditional two-dimensional video to virtual reality and holograms, which offer six degrees of freedom to users, enabling them to freely move around in a scene and change focus as desired. However, this increase in freedom translates into stringent requirements in terms of ultra-high bandwidth (in the order of Gigabits per second) and minimal latency (in the order of milliseconds). To realize such immersive services, the network transport, as well as the video representation and encoding, have to be fundamentally enhanced. The purpose of this tutorial article is to provide an elaborate introduction to the creation, streaming, and evaluation of immersive video. Moreover, it aims to provide lessons learned and to point at promising research paths to enable truly interactive immersive video applications toward holography.

Keywords—Immersive video delivery, 3DoF, 6DoF, omnidirectional video, volumetric video, point clouds, meshes, light fields, holography, end-to-end systems

J. van der Hooft, H. Amirpour, M. Torres Vega, Y. Sanchez, R. Schatz, T. Schierl, C. Timmerer, "A Tutorial on Immersive Video Delivery: From Omnidirectional Video to Holography," in IEEE Communications Surveys & Tutorials, vol. 25, no. 2, pp. 1336-1375, Secondquarter 2023, doi: 10.1109/COMST.2023.3263252.

Tuesday, March 12, 2019

QoMEX'19: Tile-based Streaming of 8K Omnidirectional Video: Subjective and Objective QoE Evaluation

Tile-based Streaming of 8K Omnidirectional Video: Subjective and Objective QoE Evaluation


[PDF]

Raimund Schatz (AIT Austrian Institute of Technology), Anatoliy Zabrovskiy (Alpen-Adria Universität Klagenfurt), Christian Timmerer (Alpen-Adria Universität Klagenfurt, Bitmovin Inc.)


Abstract: Omnidirectional video (ODV) streaming applications are becoming increasingly popular. They enable a highly immersive experience as the user can freely choose her/his field of view within the 360-degree environment. Current deployments are fairly simple but viewport-agnostic which inevitably results in high storage/bandwidth requirements and low Quality of Experience (QoE). A promising solution is referred to as tile- based streaming which allows to have higher quality within the user’s viewport while quality outside the user’s viewport could be lower. However, empirical QoE assessment studies in this domain are still rare. Thus, this paper investigates the impact of different tile-based streaming approaches and configurations on the QoE of ODV. We present the results of a lab-based subjective evaluation in which participants evaluated 8K omnidirectional video QoE as influenced by different (i) tile-based streaming approaches (full vs. partial delivery), (ii) content types (static vs. moving camera), and (iii) tile encoding quality levels determined by different quantization parameters. Our experimental setup is characterized by high reproducibility since relevant media delivery aspects (including the user’s head movements and dynamic tile quality adaptation) are already rendered into the respective processed video sequences. Additionally, we performed a complementary objective evaluation of the different test sequences focusing on bandwidth efficiency and objective quality metrics. The results are presented in this paper and discussed in detail which confirm that tile-based streaming of ODV improves visual quality while reducing bandwidth requirements.

Index Terms: Omnidirectional Video, Tile-based Streaming, Subjective Testing, Objective Metrics, Quality of Experience

Acknowledgment: This work was supported in part by the Austrian Research Promotion Agency (FFG) under the Next Generation Video Streaming project "PROMETHEUS".

Sunday, March 18, 2018

HVEI'18: A Framework for Adaptive Delivery of Omnidirectional Video

A Framework for Adaptive Delivery of Omnidirectional Video

Christian Timmerer (Alpen-Adria-Universität Klagenfurt / Bitmovin) and Ali C. Begen (Ozyegin University / Networked Media)

Abstract: Omnidirectional or 360-degree videos are considered as a next step towards a truly immersive media experience. Such videos allow the user to change her/his viewing direction while consuming the video. The download-and-play paradigm (including DVD and Blu-ray) is replaced by streaming, and the content is hosted solely within the cloud. This paper addresses the need for a scientific framework enabling the adaptive delivery of omnidirectional video within heterogeneous environments. We consider the state-of-the-art techniques for adaptive streaming over HTTP and extend them towards omnidirectional/360-degree videos. In particular, we review the encoding and adaptive streaming options, and present preliminary results reported in the literature. Finally, we provide an overview about the ongoing standardization efforts and highlight the major open issues.

Slides:

Monday, July 24, 2017

IEEE ICME 2017: Keynote at Workshop on Mobile Multimedia Computing, Hong Kong, Jul 14, 2017

Titel: Dynamic Adaptive Streaming over HTTP: Overview, State-of-the-Art, and Challenges

Abstract: Real-time entertainment services deployed over the open, unmanaged Internet – streaming audio and video – account now for more than 70% of the evening traffic in North American fixed access networks and it is assumed that this figure will reach 80% by 2020. The technology used for such services is commonly referred to as Dynamic adaptive streaming over HTTP and is widely adopted by various platforms such as YouTube, Netflix, Flimmit, etc. thanks to the standardization of MPEG-DASH. This presentation provides an overview of the MPEG-DASH standard, various implementation options - specifically on informative aspects -, and reviews the work-in-progress and future research directions.



Bio: Christian Timmerer is an Associate Professor with Alpen-Adria-Universität Klagenfurt, Austria, and his research focus is on immersive multimedia communication, streaming, adaptation, and quality of experience. He has authored over 150 publications in his research area and was the General Chair of WIAMIS 2008, QoMEX 2013, and ACM MMSys 2016. He participated in several EC-funded projects, notably, DANAE, ENTHRONE, P2P-Next, ALICANTE, SocialSensor, and the COST Action IC1003 QUALINET. He also participated in ISO/MPEG work for several years, notably, in the areas of MPEG-21, MPEG-M, MPEG-V, and MPEG-DASH. He is a Co-Founder of Bitmovin and CIO | Head of Research and Standardization.

IEEE ICME 2017: http://www.icme2017.org/

Thursday, April 27, 2017

ACM MMSys'17 special session paper accepted: "Towards Bandwidth Efficient Adaptive Streaming of Omnidirectional Video over HTTP: Design, Implementation, and Evaluation"



Towards Bandwidth Efficient Adaptive Streaming of Omnidirectional Video over HTTP
Design, Implementation, and Evaluation 

Mario Graf (Bitmovin), Christian Timmerer (AAU/Bitmovin), and Christopher Mueller (Bitmovin)

Abstract: Real-time entertainment services such as streaming audio- visual content deployed over the open, unmanaged Internet account now for more than 70% during peak periods. More and more such bandwidth hungry applications and services are proposed like immersive media services such as virtual reality and, specifically omnidirectional/360-degree videos. The adaptive streaming of omnidirectional video over HTTP imposes an important challenge on today’s video delivery infrastructures which calls for dedicated, thoroughly designed techniques for content generation, delivery, and consumption.

This paper describes the usage of tiles — as specified within modern video codecs such HEVC/H.265 and VP9 — enabling bandwidth efficient adaptive streaming of omnidirectional video over HTTP and we define various streaming strategies. Therefore, the parameters and characteristics of a dataset for omnidirectional video are proposed and exemplary instantiated to evaluate various aspects of such an ecosystem, namely bitrate overhead, bandwidth requirements, and quality aspects in terms of viewport PSNR. The results indicate bitrate savings from 40% (in a realistic scenario with recorded head movements from real users) up to 65% (in an ideal scenario with a centered/fixed viewport) and serve as a baseline and guidelines for advanced techniques including the outline of a research roadmap for the near future.

Slides:


Towards Bandwidth Efficient Adaptive Streaming of Omnidirectional Video over HTTP from Christian Timmerer ACM MMSys 2017: http://mmsys17.iis.sinica.edu.tw/

Please feel free to contact me for details and/or I'd be happy to meet you at ACM MMSys'17.

QoMEX'17 paper accepted: "Towards Subjective Quality of Experience Assessment for Omnidirectional Video Streaming"

Towards Subjective Quality of Experience Assessment for Omnidirectional Video Streaming 

Raimund Schatz (AIT), Andreas Sackl (AIT), Christian Timmerer (AAU/Bitmovin) and Bruno Gardlo (AIT)

Abstract: Currently, we witness dramatically increasing interest in immersive media technologies like Virtual Reality (VR), particularly in omnidirectional video (OV) streaming. Omnidirectional (also called 360-degree) videos are panoramic spherical videos in which the user can look around during playback and which therefore can be understood as hybrids between traditional movie streaming and interactive VR worlds. Unfortunately, streaming this kind of content is extremely bandwidth intensive (compared to traditional 2D video) and therefore, Quality of Experience (QoE) tends to deteriorate significantly in absence of continuous optimal bandwidth conditions.

In this paper, we present a first approach towards subjective QoE assessment for omnidirectional video (OV) streaming. We present the results of a lab study on the QoE impact of stalling in the context of OV streaming using head-mounted displays (HMDs). Our findings show that subjective testing for immersive media like OV is not trivial, with even simple cases like stalling leading to unexpected results. After a discussion of characteristic pitfalls and lessons learned, we provide a a set of recommendations for upcoming OV assessment studies.


Please feel free to contact me for details and/or I'd be happy to meet you at QoMEX'17.

Wednesday, April 5, 2017

Adaptive Streaming of Traditional and Omnidirectional Media


This tutorial will be given at the following events:

Abstract

This tutorial consists of three main parts. In the first part, we provide a detailed overview of the HTML5 standard and show how it can be used for adaptive streaming deployments. In particular, we focus on the HTML5 video, media extensions, and multi-bitrate encoding, encapsulation and encryption workflows, and survey well-established streaming solutions. Furthermore, we present experiences from the existing deployments and the relevant de jure and de facto standards (DASH, HLS, CMAF) in this space. In the second part, we focus on omnidirectional (360°) media from creation to consumption. We survey means for the acquisition, projection, coding and packaging of omnidirectional media as well as delivery, decoding and rendering methods. Emerging standards and industry practices are covered as well. The last part presents some of the current research trends, open issues that need further exploration and investigation, and various efforts that are underway in the streaming industry.

Target Audience and Prerequisite Knowledge

This tutorial includes both introductory and advanced level information. The audience is expected of understanding of basic video coding and IP networking principles. Researchers, developers, content and service providers are all welcome.

Table of Contents

  • Part I: The HTML5 Standard and Adaptive Streaming
    • HTML5 video and media extensions
    • Survey of well-established streaming solutions
    • Multi-bitrate encoding, and encapsulation and encryption workflows
    • The MPEG-DASH standard, Apple HLS and the developing CMAF standard
  • Part II: Omnidirectional (360°) Media
    • Acquisition, projection, coding and packaging of 360° video
    • Delivery, decoding and rendering methods
    • The developing MPEG-OMAF and MPEG-I standards
  • Part III: Open Issues and Future Directions
    • Common issues in scaling and improving quality, multi-screen/hybrid delivery
    • Ongoing industry efforts

Speakers

Ali C. Begen recently joined the computer science department at Ozyegin University. Previously, he was a research and development engineer at Cisco, where he has architected, designed and developed algorithms, protocols, products and solutions in the service provider and enterprise video domains. Currently, in addition to teaching and research, he provides consulting services to industrial, legal, and academic institutions through Networked Media, a company he co-founded. Begen holds a Ph.D. degree in electrical and computer engineering from Georgia Tech. He received a number of scholarly and industry awards, and he has editorial positions in prestigious magazines and journals in the field. He is a senior member of the IEEE and a senior member of the ACM. In January 2016, he was elected as a distinguished lecturer by the IEEE Communications Society. Further information on his projects, publications, talks, and teaching, standards and professional activities can be found at http://ali.begen.net.

Christian Timmerer received his M.Sc. (Dipl.-Ing.) in January 2003 and his Ph.D. (Dr.techn.) in June 2006 (for research on the adaptation of scalable multimedia content in streaming and constrained environments) both from the Alpen-Adria-Universität (AAU) Klagenfurt. He joined the AAU in 1999 (as a system administrator) and is currently an Associate Professor at the Institute of Information Technology (ITEC) within the Multimedia Communication Group. His research interests include immersive multimedia communications, streaming, adaptation, Quality of Experience, and Sensory Experience. He was the general chair of WIAMIS 2008, QoMEX 2013, and MMSys 2016 and has participated in several EC-funded projects, notably DANAE, ENTHRONE, P2P-Next, ALICANTE, SocialSensor, COST IC1003 QUALINET, and ICoSOLE. He also participated in ISO/MPEG work for several years, notably in the area of MPEG-21, MPEG-M, MPEG-V, and MPEG-DASH where he also served as standard editor. In 2012 he cofounded Bitmovin (http://www.bitmovin.com/) to provide professional services around MPEG-DASH where he holds the position of the Chief Innovation Officer (CIO).

Saturday, April 1, 2017

VR/360/Immersive Media (Streaming) Standardization-Related Activities

April 1, 2017 (1st version), September 14, 2017 (2nd version), May 22, 2018 (3rd version)

Universal media access (UMA) as proposed in the late 90s, early 2000 is now reality. It is very easy to generate, distribute, share, and consume any media content, anywhere, anytime, and with/on any device. These kind of real-time entertainment services — specifically, streaming audio and video — are typically deployed over the open, unmanaged Internet and account now for more than 70% of the evening traffic in North American fixed access networks. It is assumed that this number will reach 80% by the end of 2020. A major technical breakthrough and enabler was certainly the adaptive streaming over HTTP resulting in the standardization of MPEG-DASH.

One of the next big things in adaptive media streaming is most likely related to virtual reality (VR) applications and, specifically, omnidirectional (360-degree) media streaming, which is currently built on top of the existing adaptive streaming ecosystems. The major interfaces of such an ecosystem are shown below and are described in a Bitmovin blog post some time ago (note: it has now evolved to Immersive Media referred to as MPEG-I).


Omnidirectional video (ODV) content allows the user to change her/his viewing direction in multiple directions while consuming the video, resulting in a more immersive experience than consuming traditional video content with a fixed viewing direction. Such video content can be consumed using different devices ranging from smart phones and desktop computers to special head-mounted displays (HMD) like Oculus Rift, Samsung Gear VR, HTC Vive, etc. When using a HMD to watch such a content, the viewing direction can be changed by head movements. On smart phones and tablets, the viewing direction can be changed by touch interaction or by moving the device around thanks to built-in sensors. On a desktop computer, the mouse or keyboard can be used for interacting with the omnidirectional video.

The streaming of ODV content is currently deployed in a naive way by simply streaming the entire 360-degree scene/view in constant quality without exploiting and optimizing the quality for the user’s viewport.

There are several standardization-related activities ongoing which I'd like to highlight in this blog post. I started with streaming-related aspects but now also cover general aspects related to immersive media applications.

The VR industry forum has been established with the aim "to further the widespread availability of high quality audiovisual VR experiences, for the benefit of consumers" comprising working groups related to requirements, guidelines, interoperability, communications, and liaison. VRIF published guidelines at CES 2018, and these are available here: The initial release of the VRIF Guidelines focuses on the delivery ecosystem of 360° video with three degrees of freedom (3DOF) and incorporates:
  • Documentation of cross-industry interoperability points, based on ISO MPEG’s Omnidirectional Media Format (OMAF)
  • Best industry practices for production of VR360 content, with an emphasis on human factors such as motion sickness
  • Security considerations for VR360 streaming, focusing on content protection but also looking at user privacy.
Topics to be addressed in 2018 by VRIF include live virtual reality services and support for high dynamic range (HDR).

QUALINET is a European network concerned about Quality of Experience (QoE) in multimedia systems and services. In terms of VR/360 it runs a task force about "Immersive Media Experiences (IMEx)" where everyone is invited to contribute. QUALINET also coordinates standardization activities in this area. It can help organizing and conducting formal QoE assessments in various domains. For example, it has conducted various experiments during development of MPEG-H High Efficiency Video Coding (HEVC). It recently established a Joint Qualinet-VQEG team on Immersive Media (JQVIM) -- together with VQEG (see also below) -- and everyone is welcome to join (details can be found here).

JPEG started an initiative called Pleno focusing on images. At the 76th JPEG meeting in Turin, Italy, responses to the call for proposals for JPEG Pleno light field image coding were evaluated using subjective and objective evaluation metrics, and a Generic JPEG Pleno Light Field Architecture was created. The JPEG committee defined three initial core experiments to be performed before the 77th JPEG meeting in Macau, China. Additionally, the JPEG XS requirements document references VR applications and JPEG recently created an AhG on JPEG360 with the mandates to collect and define use cases for 360 degree image capture applications, develop requirements for such use cases, solicit industry engagement, collect evidence of existing solutions, and update description of needed metadata.

In terms of MPEG, I've previously reported about MPEG-I as part of my MPEG report (also here for most recent MPEG report) which currently includes five parts. The first part will be a technical report describing the scope of this new standard and a set of use cases and applications from which actual requirements can be derived. Technical reports are usually publicly available for free. The second part specifies the omnidirectional media application format (OMAF) addressing the urgent need of the industry for a standard is this area. Part three will address immersive video and part four defines immersive audio. Finally, part five will contain a specification for point cloud compression for which a call for proposals is currently available. OMAF is part of a first phase of standards related to immersive media and FDIS is available already. OMAF 2nd edition started with the goal to support 3DoF+ and social VR. MPEG-I architectures (yes plural) are becoming mature and I think this technical report will become available very soon. In terms of video, MPEG-I looks more closer at 3DoF+ defining common test conditions and a call for proposals (CfP) planned for MPEG123 in Ljubljana, Slovenia. Additionally, explorations for 6DoF and compression of dense representation of light fields are ongoing and have been started, respectively. Finally, point cloud compression (PCC) is in its hot phase of core experiments for various coding tools resulting into updated versions of the test model and working draft.

The Spatial Relationship Descriptor (SRD) of the MPEG-DASH standard provides means to describe how the media content is organized in the spatial domain. In particular, the SRD is fully integrated in the media presentation description (MPD) of MPEG-DASH and is used to describe a grid of rectangular tiles which allows a client implementation to request only a given region of interest — typically associated to a contiguous set of tiles. Interestingly, the SRD has been developed before OMAF and how SRD is used with OMAF is currently subject to standardization. Speaking about MPEG-DASH, There has been a presentation at 3GPP/VRIF workshop which is available here.

In 3GPP, the TSG SA WG4 (3GPP SA4) Video SWG deals with a Rel-15 work item on VR Streaming and a Rel-16 Study Item on QoE Reports for VR Streaming. During SA4#98 in April 2018, the following happened:
  • Significant progress on Video Operation Points, in total 4 are defined: 2 of them are legacy (ERP and mono only), 2 of them are using (MPEG/OMAF) features for viewport-dependent and stereo distribution.
  • Progress on the media profiles for video by with 5 Media Profiles, 4 directly enabling distribution of the operation points with File Format and DASH, and one media profile for tile-based streaming.
  • On audio, the audio architecture was updated to include different Renderers as well as the relevant APIs. An audio profile submission process was agreed in S4-180629 with some remaining issues to be clarified in telcos enabling the characterization of audio technologies in a VR environment including head tracking and binaurilization.
  • An updated TS26.118v0.5.0 is produced including all agreements of the meeting in S4-180559 and will be sent to SA plenary for information.
  • The work is expected to be completed in the Rel-15 time plan and is expected to be completed by Sep 2018.
  • On the QoE metrics the latest information can be found in TR26.926v0.3.0 in S4-180560.
IEEE has started IEEE P2048 and here specifically "P2048.2 Standard for Virtual Reality and Augmented Reality: Immersive Video Taxonomy and Quality Metrics" -- to define different categories and levels of immersive video -- and "P2048.3 Standard for Virtual Reality and Augmented Reality: Immersive Video File and Stream Formats" -- to define formats of immersive video files and streams, and the functions and interactions enabled by the formats -- but not much material is available right now. However, P2048.2 seems to be related to QUALINET and P2048.3 could definitely benefit from what MPEG has done and is still doing (incl. also, e.g., MPEG-V). Additionally, there's IEEE P3333.3 defining a standard for HMD based 3D content motion sickness reducing technology to resolve VR sickness caused by the visual mechanism set by the HMD-based 3D content motion sickness through the study of i) visual response to the focal distortion, ii) visual response to the lens materials, iii) visual response to the lens refraction ratio, and iv) visual response to the frame rate.

The ITU-T started a new work program referred to as "G.QoE-VR” after successfully finalizing P.NATS which is now called P.1203. However, there are no details about "G.QoE-VR” publicly available yet, just found this here. According to @slhck, G.QoE-VR will generally focus on HMD-based VR streaming, investigation of subjective test methodologies and, later, instrumental QoE models. This also confirmed here with expected deliverables from this study group, namely recommendations on QoE factors and requirements for VR, subjective test methodologies for assessing VR quality, and objective quality estimation model(s) for VR services. In this context, it's worth to mention the Video Quality Experts Group (VQEG) which has a Immersive Media Group (IMG) with the mission on "quality assessment of immersive media, including virtual reality, augmented reality, stereoscopic 3DTV, multiview". IMG is also involved in JQVIM introduced above.

Finally, the Khronos group presented at the 3GPP/VRIF workshop which is accessible here and an overview of OpenXR (March’18) can be found here. The Khronos group announced a VR standards initiative which resulted into OpenXR (Cross-Platform, Portable, Virtual Reality) defining an APIs for VR and AR applications. Further information is available here: https://www.khronos.org/openxr. OpenXR defines two levels of API interfaces that a VR platform’s runtime can use to access the OpenXR ecosystem:
  • Apps and engines use standardized interfaces to interrogate and drive devices. Devices can self-integrate to a standardized driver interface.
  • Standardized hardware/software interfaces reduce fragmentation while leaving implementation details open to encourage industry innovation.
In this context, the WebVR already defines an API which provides support for accessing virtual reality devices, including sensors and head-mounted displays on the web. Link: https://webvr.info/ which includes a link to “WebVR, Editor’s Draft, 12 December 2017”. Important note: “Development of the WebVR API has halted in favor of being replaced the WebXR Device API. Several browsers will continue to support this version of the API in the meantime.”

The WebXR Device API Specification provides interfaces to VR and AR hardware to allow developers to build compelling, comfortable VR/AR experiences on the web. It is intended to completely replace the legacy WebVR specification when finalized. In the meantime, multiple browsers will continue to expose the older API. The latest “WebXR Device API, Editor’s Draft, 11 January 2018” and provides an interface to VR/AR hardware.

Additionally, there has been a presentation at 3GPP/VRIF workshop which is accessible here and provides a rough overview about W3C and W3C Immersive Web: Virtual and Augmented Reality.

DVB,  following the conclusions of the DVB Virtual Reality Study mission (summary can be found here), the DVB VR activity is promoted from a commercial module (CM) study mission on VR (CM-VR-SMG) to a CM-VR official group as approved by the DVB CM on June 28th, 2017. The overall goal for the CM-VR is at delivering commercial requirements to be passed to the relevant DVB technical module (TM) groups in order to work on developing technical specifications targeting the delivery of VR contents over DVB networks, as mandated per the DVB CM. A report on DVB and VR is available here including some conclusions, commercial success factors, technical aspects (i.e., frame rates, bit rates, FoV, resolution, geometrical congruency, degree of audio/visual immersion, head tracking latency) at the end. Additionally, points out AR at the very end. Presentation at 3GPP/VRIF workshop is available here.

CTA, there has been a presentation at 3GPP/VRIF workshop which is available here. The last slide mentions the creation of a first standards WG on AR/VR technology in May 2016. Web site is available here which provides:
IETF/IRTF, we found little activity related to immersive media within IETF/IRTF except https://tools.ietf.org/html/draft-han-iccrg-arvr-transport-problem-01 which expired in September 2017.

SMPTE VR/AR Study Group has been created Feb 28, 2018 to study the current and projected needs for standardized approaches to capture and post produce images and sound to create a distribution master for Virtual Reality (VR) and Augmented Reality (AR) distribution and display systems. The goal is to study where possible standardization could be applied and to make recommendations which are to be all included into an Engineering Report to be published.

Project Overview
  • Problem to be solved: There are many different capture methods, file formats, display systems and post production methods for VR and AR content. The problem for the group to solve is to identify if there is a need to standardize any of these methods so that easier interchange can be more easily accomplished. Once this study of the ecosystem is completed then the project will consolidate the findings and any recommendations into an Engineering Report.
  • Project scope: Study the current VR and AR ecosystem for production and post production workflows and create a report documenting the current ecosystem, relevant existing standards and recommendations of new standards, recommended practices or engineering guidelines.
  • Specific tasks: Explore the current VR and AR ecosystems and document that for the report. Investigate the needs in the industry for standardization of aspects of the production, processing and post production to create a VR/AR distribution master. Investigate if there are existing standards for production, post production of VR/AR content and document them for the report. Do the gap analysis between existing and required standardization for the production and post production of VR/AR content. Make recommendations for future standards and work required for the production and post production of VR/AR content to create a distribution master. 
Additionally, we found this section meeting which also provides some links to the presentations.

ETSI launched new group on augmented reality, specifically a Augmented Reality Framework Industry Specification Group (ARF ISG) which can be found here. “In this initial phase of work the ARF ISG is interested in hearing from the industry about AR industrial use cases, obstacles encountered when deploying (pilot) AR services and requirements for interoperability.”

The Streaming Video Alliance (SVA) formed a Study Group on Virtual Reality/360 Degree Video late in 2016. Their current work is to document the relevant technologies and experiences in the 360-degree video market, and it is expected that their report will be published in May 2018. In addition, the SVA is looking to organize its second Proof of Concept for later in 2018. In addition to evaluating CDN performance for traditional video services, SVA are looking to include VR360 content in order to understand latency factors and CDN impacts on 360-degree delivery.

If you think I missed something, please let me know and I'm happy to include it / update this blog post.

Thursday, March 30, 2017

360-degree (live) adaptive streaming with RICOH THETA S and Bitmovin

Recently I got the RICOH THETA S 360-degree camera and I asked myself how to setup a (live) adaptive streaming session using the Bitmovin cloud encoding and HTML5 player. I quickly found some general guidelines on the internet but before providing step-by-step instructions one has to consider the following:
  • Update the firmware of your RICOH THETA S by downloading the basic app, start it (while the camera is connected via USB) and go to File -> Firmware Update... and follow the steps on the screen. It's pretty easy and mine got updated from v1.11 to v1.82.
  • Think about a storage solution for your files generated by the Bitmovin cloud encoding and possible options are FTP, Amazon S3, Google Cloud Storage, and Dropbox. I used Amazon S3 for this setup which provides a bucket name, "AWS Access Key", and "AWS Secret Key".
  • Setup a basic web site and make sure it works with the Bitmovin HTML5 player for video on demand services with the content hosted on the previously selected storage solution (i.e., avoid any CORS issues). In my setup I used Wordpress and the Bitmovin Wordpress plugin which makes it very easy...

Step 1: Follow steps 1-4 from here.

Follow steps 1-4 from the general guidelines. Basically, install the live-streaming app, register the device, and install/configure OBS. Enable the live streaming on the RICOH THETA S and within OBS use the "Custom Streaming Server" of the "Stream" settings. That basically connects the RICOH THETA S with OBS on your local computer. The next step is forwarding this stream to the Bitmovin cloud encoding service for DASH/HLS streaming.

Step 2: Create a new Bitmovin Output

  1. Login to the Bitmovin portal and go to Encoding -> Outputs -> Create Output
  2. Select Amazon S3 and use any “Output Profile name”, e.g., ricoh-livestream-test
  3. Enter the name of your Bucket from Amazon S3
  4. The prefix is not needed
  5. Select any “Host-Region” (preferably one close to where you are)
  6. Enter the ”AWS Access Key" and the “AWS Secret Key” from Amazon S3
  7. Make sure the "Create Public S3 URLs" checkbox is enabled
An example screenshot is shown below.

Finally, click the “+” sign to create it and if everything is correct, the output will be created, otherwise an error message will be shown. In such a case, make sure the bucket name and keys are correct as provided when creating a bucket on Amazon S3.

Step 3: Create a new Bitmovin Livestream

  1. Login to the Bitmovin portal and go to Live (beta) -> Create Livestream
  2. Select "Encoding-Profile": bitcodin fullHD is sufficient (4K not needed as the device provides only fullHD)
  3. Select "Output-Profile": select the output you’ve created in previous step (ricoh-livestream-test)
  4. Add a "Livestream-Name" (any string works here), e.g., ricoh-livestream-test
  5. Add a "Stream-Key" (any string works here), e.g., ricohlivestreamtest
  6. Click "Create Live Stream", an "Important Notice" shows up & click "Create Live Stream"
  7. Wait (could take some time, you may reload the page or go to the "Overview") for RTMP PUSH URL to be used in OBS
An example screenshot is shown below which displays the RTMP PUSH URL, Stream Key, MPD URL, and HLS URL to be used in the next steps.

The next step is to start streaming in OBS which provides the live stream from the RICOH THETA S to the Bitmovin cloud encoding.

Step 4: Start Streaming in OBS

  1. Go to OBS -> Settings
  2. In section "Stream", select "Custom Streaming Server"
  3. Enter the RTMP PUSH URL from Bitmovin in the "URL" field of OBS
  4. Enter the Stream Key from Bitmovin in the "Stream key" field of OBS
  5. Click "OK" and then click "Start Streaming" in OBS
An example screenshot is shown below and if everything works fine OBS will stream to the Bitmovin cloud encoding  service.
The final step is setting up the HTML5 player..

Step 5: Setup the HTML5 Player

Basically follow the instructions here or in my case I simply used Wordpress and the Bitmovin Wordpress plugin.
  1. Go to the Bitmovin WP plugin
  2. Select "Add New Video"
  3. Enter any name/title of the new video
  4. In the "Video" section, enter the "DASH URL" and "HLS URL" from the Bitmovin livestream provided in step 3 (i.e., the MPD URL and the HLS URL)
  5. In the "Player" section, select latest stable (in my case this was latest version 7)
  6. In the "VR" section, select startup mode "2d" and leave the rest as is
An example screenshot is shown below.
Finally, click on "Publish" in Wordpress which will give you a shortcut code to be placed (copy/paste) into your site or post and you're done...!

The setup during the live streaming session is shown in the screenshot below. The RICOH THETA S on the right is mounted on a tripod and connected via USB. My MacBook Pro runs OBS (see display on the right) which streams it to the Bitmovin cloud encoding and also shows the live streaming session within a browser (see display on the left) using the Bitmovin HTML5 player.



A similar approach can be used for video on demand content but in such a case you don't need OBS as you simply encode your content using the Bitmovin cloud encoding, transfer it to your web server, and use the HTML5 player for the actual streaming.