Information technology - Coded representation of immersive media - Part 29: Video-based dynamic mesh coding (V-DMC)
Coded representation of video-based dynamic mesh coding (V-DMC)
Coded representation of video-based dynamic mesh coding (V-DMC)
Coded representation of Low latency, low complexity LiDAR coding
Coded representation of Haptics coding
Coded representation of MPEG immersive video
The present document provides reference test material and test results for improved usability of technologies in TS 26.118: Virtual Reality (VR) profiles for streaming applications.The specification TS 26.118 includes several VR media profiles for video and a single media profile for audio with different configuration options. The specification focuses primarily on interoperability requirements for VR360 applications, but does not address performance characterization of the solutions. In order for content providers and the rest of the ecosystem to be able to select and configure the technologies defined in TS 26.118 and to generate content for streaming applications, collecting such information would be most valuable.
The present document defines interoperable formats for Virtual Reality for streaming services. Specifically, the present document defines operation points, media profiles and presentation profiles for Virtual Reality. The present document builds on the findings and conclusions in TR 26.918.
This document is the first of a family of standards. This document focuses on the method of quantifying the differences in body dimensions and visualizing shape differences between the human body and a virtual human body model. This document provides a performance evaluation protocol for virtual human body representation systems, which create virtual human body (including virtual fit mannequin) models based on 3D body scan data and/or body dimensions data of a human body. The required accuracy of a virtual human body depends on the purpose and use of the digital fitting system.
The scope of the present document is to investigate the relevance of Virtual Reality in the context of 3GPP. Virtual Reality is the ability to be virtually present in a non-physical world created by the rendering of natural and/or synthetic image and sound correlated by the movements of the immersed user allowing to interact with that world. With recent progress made in rendering devices, such as Head mounted displays (HMD), a significant quality of experience can be offered. By collecting comprehensive information on VR use cases, existing technologies and subjective quality, the report attempts to identify potential gaps and relevant interoperability points that may require further work and potential standardization in 3GPP in order to support VR use cases and experiences in 3GPP user services. The report primarily focuses on 360 degrees video and associated audio, which support three degrees of freedom (3DOF).
The present document provides a study on the QoE metrics relevant to VR service. The study focuses on:1. Defining a device reference model for VR QoE measurement points.2. Studying key performance indicators that may impact the experience of VR service.3. Identifying the existing QoE parameters and metrics defined in SA4 standards such as TS 26.247, TS 26.114 which are relevant to Virtual Reality user experience;4. Identifying and defining new QoE parameters and metrics relevant to Virtual Reality user experience, taking into consideration the use cases listed in TR 26.918, and any sources that show the relevance of new metrics, e.g. scientific literature, specifications/solutions from other standard organizations.5. Analysing potential improvements to the existing QoE reporting so as to better accommodate VR services.6. Providing recommendations to future standards work in SA4 on the QoE parameters and metrics and, as necessary, coordinate with other 3GPP groups and external SDOs, e.g. MPEG, ITU-T.
The report will identify the role of existing standards relevant to augmented reality and document any interoperability gaps. This activity will analyse the standardization work done around augmented reality in various standards setting organizations.
Augmented Reality (AR) promises to provide significant boosts in operational efficiency by making information available to employees needing task support in context in real time. To support according implementations of AR training systems, this document proposes an overarching integrated conceptual model that describes interactions between the physical world, the user, and digital information, the context for AR-assisted learning and other parameters of the environment. It defines two data models and their binding to XML and JSON for representing learning activities (also known as employee tasks and procedures) and the learning environment in which these tasks are performed (also known as the workplace). The interoperability specification and standard is presented in support of an open market where interchangeable component products provide alternatives to monolithic Augmented Reality-assisted learning systems. Moreover, it facilitates the creation of experience repositories and online marketplaces for Augmented Reality-enabled learning content. Specific attention was given to reuse and repurposing of existing learning content and catering to ‘mixed' experiences combining real world learner guidance with the consumption (or production) of traditional contents such as instructional video material or learning apps and widgets.
Head-mounted display-based virtual reality sickness-reducing technology is defined.