technical challenges and opportunities for live vr

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Technical Challenges & Opportunities for Live VR JULES DAVIS – CTO FOCAL POINT VR

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Page 1: Technical Challenges and Opportunities for Live VR

Technical Challenges & Opportunities for Live VRJULES DAVIS – CTO FOCAL POINT VR

Page 2: Technical Challenges and Opportunities for Live VR

What is VR for?

Page 3: Technical Challenges and Opportunities for Live VR

VR Goal: Teleportation?

Page 4: Technical Challenges and Opportunities for Live VR

Video: Teleportation to Reality

Page 5: Technical Challenges and Opportunities for Live VR

Live Video: Presence at an Event

Page 6: Technical Challenges and Opportunities for Live VR

What is Presence?

Wikipedia: It is defined as a person's subjective sensation of being there in a scene depicted by a medium

Michael Abrash: “Presence is VR Magic…it engages you at a deeper, more visceral level than any other form of entertainment”

Page 7: Technical Challenges and Opportunities for Live VR

Presence RequirementsFeature VR Today Human Perception

Field of View (per eye) ~80° x 90° 160° x 130°

Acuity (pixels / degree) 12 - 18 ~60 (and True HD)

Resolution (per eye) ~1k x 1k ~10k x 8k

Refresh Rate 90 Hz 120 Hz ?

Tracking / latency 5 - 20 ms 4 ms ?

Michael Abrash at Steam Dev Days 2014http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf

Page 8: Technical Challenges and Opportunities for Live VR

Video Mechanics - Capture

Samsung Beyond iZugur Z63DC

Google Jump / GoPro Odyssey

Page 9: Technical Challenges and Opportunities for Live VR

Capture

Left Eye Only

12 Camera GoPro Rig5 pairs horizontally1 up and 1 down

Page 10: Technical Challenges and Opportunities for Live VR

Stitching / Projection Stitch images together To map onto a sphere surrounding viewer

Just like map projection in geography Most common is equirectangular projection

Page 11: Technical Challenges and Opportunities for Live VR

Stitching / Projection

Page 12: Technical Challenges and Opportunities for Live VR

Stitching / Projection

Page 13: Technical Challenges and Opportunities for Live VR

Stitching / Projection

Page 14: Technical Challenges and Opportunities for Live VR

Broadcast and Playback Upload stitched video to cloud Download or stream video to headset Project video onto a sphere and project

Page 15: Technical Challenges and Opportunities for Live VR

Live Virtual Reality Video

VR camera Video Processor Cloud VR PlayerBroadcast

Page 16: Technical Challenges and Opportunities for Live VR

Market changing fast Capture

Huge variety of cameras No camera meets all needs

Next VR, Nokia, Samsung, GoPro, Ricoh, Kodak, Sphericam, Vuze Stitching and Projection

Some cameras have it built in Video-Stich have Vahana

Broadcast YouTube, Facebook and many video streaming companies

Page 17: Technical Challenges and Opportunities for Live VR

Videos Today Max resolution 4k x 2k video Mix of mono and stereo Almost all using equirectangular

Page 18: Technical Challenges and Opportunities for Live VR

Challenges

Many choice Capture quality Dynamic range Resolution / Bandwidth Head Movement Stereo Quality …

Page 19: Technical Challenges and Opportunities for Live VR

Challenge 1 – Resolution and Bandwidth

Page 20: Technical Challenges and Opportunities for Live VR

Resolution / Bandwidth 4k video is normally 3840 x 2160 x 8 bit

H.264 good quality 18 mbps Bandwidth for 1 hour of video at 18 mbps

60 * 60 * 18 / 8 = 8 gigabytes For 100,000 viewers

8 GB * 100000 = 800 terabytes Bandwidth might be 5p per GB

Cost = 0.05 * 670000 = £40,000 20x cost of equivalent SD broadcast (4x 1080p)

Page 21: Technical Challenges and Opportunities for Live VR

Target is Headset Resolution Gear VR has highest pixel density

H.FoV = 72.9° & H.Res = 1280 ~17.5 pixels per degree

Target resolution ~6.3k x 3.2k per eyeMany H.264 codecs won’t handle this

4K video on Gear VR gives~10.5 pixels per degree horizontally~5.4 vertically

Page 22: Technical Challenges and Opportunities for Live VR

Resolution / Bandwidth

Simulation of 4k video displayed on native Gear VR

Page 23: Technical Challenges and Opportunities for Live VR

Technical Challenge #1Bandwidth / Resolution

Native headset resolution video in Stereo Equivalent quality to 18 Mbps 4K video But at much lower bandwidth – ideally 3-4 Mbps

Page 24: Technical Challenges and Opportunities for Live VR

Look for Redundancy Native resolution 17.5 pixels per degree Equirectangular texture = 6.3k x 3.2k x 2

Notice how stretched it is at poles

Page 25: Technical Challenges and Opportunities for Live VR

Look for redundancy – Projection Native resolution for Gear VR

6k x 3k x 2 => ~40 Megapixels for stereo pair Actual pixels needed is much less

Surface of a sphere with circumference 6k (res ² / π) 24.5 Megapixels (~60% extra pixels wasted)

Page 26: Technical Challenges and Opportunities for Live VR

Why use equirectangular? Pros

Plenty of software out there to generate it Fairly simple to render Creates one continuous rectangular array Simple for highly optimised video codecs

Cons requires 60% extra pixels to achieve equivalent quality Big distortion – straight lines become curves

Video codecs optimised for straight lines Rendering artefacts caused by non-linearity

Page 27: Technical Challenges and Opportunities for Live VR

Are there alternatives? Cube-maps?

+ Minimal distortion – straight lines stay straight + Hardware accelerated rendering - nearly 2x pixels of ideal minimum

Pyramids? Facebook have blogged about pyramids Cube-maps in disguise 5 planar projections instead of 6

Compress more efficiently Problem is as old as astronomy

Page 28: Technical Challenges and Opportunities for Live VR

Optimise Equirectangular? Too much horizontal resolution at poles

Resolution is about 2x above 60 degrees Chop the top and bottom off and half their width

Page 29: Technical Challenges and Opportunities for Live VR

Optimise Equirectangular Halve width of polar regions

Removes 30/180 of image => 5/6 * 40 = ~34 Megapixels Now we’re only 35% worse than ideal

General lesson We can divide sphere into regions Change projection and resolution

Page 30: Technical Challenges and Opportunities for Live VR

Can we do better?

Divide into multiple regions Remove down Vary resolution

Base on projection And area of interest

Page 31: Technical Challenges and Opportunities for Live VR

Other Options Lot’s of redundancy between left / right eye

Stereo aware compression as in 3D movies Reduction can be as much to 60%

Viewer often cares about one direction much more than another Broadcast of this event, screens and speaker more important Give them more bandwidth

Reduce resolution of off directions or reduce codec quality Send area around direction user is looking

Minimise switching latency Better codecs

H.265/HEVC – 50% if you’re lucky

Page 32: Technical Challenges and Opportunities for Live VR

The Future This Year

1k x 1k per eye 3 years

2k x 2k per eye (4k screens here now) 5+ years

4k x 4k per eye (wider field of view?)

Human vision Target per eye 8k x 8k may be sufficient?

Page 33: Technical Challenges and Opportunities for Live VR

Challenge 2 – 3D Vision

Page 34: Technical Challenges and Opportunities for Live VR

Stereo VR Videos Effectively a video for each eye

Parallax comes from camera positioning Packed vertically (left = top, right = bottom) Much stronger sense of presence

Page 35: Technical Challenges and Opportunities for Live VR

Stereo Vision Replace eyes by cameras

Page 36: Technical Challenges and Opportunities for Live VR

Stereo Vision Turn camera around head centre of rotation

Page 37: Technical Challenges and Opportunities for Live VR

Stitch and Project

Add a camera top and bottom Stitch all the left eyes together Stitch all the right eyes together

Stereo Vision

Page 38: Technical Challenges and Opportunities for Live VR

Truth about 3D VR Video

Creates a convincing sense of depth Increases sense of presence

This is good. Yay!

Page 39: Technical Challenges and Opportunities for Live VR

Truth about 3D VR Video Up and down are mono

Unavoidably – look up, turn 90°, look up again Effective Stereo separation varies with

viewing angle

Page 40: Technical Challenges and Opportunities for Live VR

Truth about 3D VR Video No toe in

Humans eyes track together Don’t look straight forward This impacts all VR for now

Page 41: Technical Challenges and Opportunities for Live VR

Truth about 3D VR Video

Camera is fixed position Don’t move your head

Camera pairs fixed separation orientation Don’t roll/tip your head

Page 42: Technical Challenges and Opportunities for Live VR

Truth about 3D VR Video Camera positions fixed

Position Roll IPD (based on view angle)

Perfect when eyes aligned with camera Less perfect elsewhere

More cameras and clever processing can improve Still limited by fixed view in each half of stereo video

Page 43: Technical Challenges and Opportunities for Live VR

What can be done? Need more 3D information

Depth and Occlusion Reconstruct view each frame

Page 44: Technical Challenges and Opportunities for Live VR

Reconstruction With depth and occlusion (geometry)

Generate right eye from left Correct stereo for up and roll

Reconstruct different positions and orientations Some head movement

Page 45: Technical Challenges and Opportunities for Live VR

Practical? Challenging computer vision problem

Probably not full-scene in real-time yet Multiple inward facing cameras

Motion capture suites Potentially laser scan fixed scene in advance Capture foreground objects live

Examples from Hololens, 8i and others Specular lighting difficult to reconstruct

Page 46: Technical Challenges and Opportunities for Live VR

Teleportation?

2021