SlideShare a Scribd company logo
Technical Challenges &
Opportunities for Live
VR
JULES DAVIS – CTO FOCAL POINT VR
What is VR for?
VR Goal: Teleportation?
Video: Teleportation to Reality
Live Video: Presence at an Event
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”
Presence Requirements
Feature 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 2014
http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf
Video Mechanics - Capture
Samsung Beyond iZugur Z63DC
Google Jump / GoPro Odyssey
Capture
Left Eye Only
12 Camera GoPro Rig
5 pairs horizontally
1 up and 1 down
Stitching / Projection
 Stitch images together
 To map onto a sphere surrounding viewer
 Just like map projection in geography
 Most common is equirectangular projection
Stitching / Projection
Stitching / Projection
Stitching / Projection
Broadcast and Playback
 Upload stitched video to cloud
 Download or stream video to headset
 Project video onto a sphere and project
Live Virtual Reality Video
VR camera Video Processor Cloud VR PlayerBroadcast
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
Videos Today
 Max resolution 4k x 2k video
 Mix of mono and stereo
 Almost all using equirectangular
Challenges
 Many choice
 Capture quality
 Dynamic range
 Resolution / Bandwidth
 Head Movement
 Stereo Quality
 …
Challenge 1 – Resolution and Bandwidth
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)
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 eye
 Many H.264 codecs won’t handle this
 4K video on Gear VR gives
 ~10.5 pixels per degree horizontally
 ~5.4 vertically
Resolution / Bandwidth
Simulation of 4k video displayed on native Gear VR
Technical Challenge #1
Bandwidth / Resolution
 Native headset resolution video in Stereo
 Equivalent quality to 18 Mbps 4K video
 But at much lower bandwidth – ideally 3-4 Mbps
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
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)
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
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
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
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
Can we do better?
 Divide into multiple regions
 Remove down
 Vary resolution
 Base on projection
 And area of interest
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
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?
Challenge 2 – 3D Vision
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
Stereo Vision
 Replace eyes by cameras
Stereo Vision
 Turn camera around head centre of rotation
Stitch and Project
 Add a camera top and bottom
 Stitch all the left eyes together
 Stitch all the right eyes together
Stereo Vision
Truth about 3D VR Video
 Creates a convincing sense of depth
 Increases sense of presence
 This is good. Yay!
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
Truth about 3D VR Video
 No toe in
 Humans eyes track together
 Don’t look straight forward
 This impacts all VR for now
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
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
What can be done?
 Need more 3D information
 Depth and Occlusion
 Reconstruct view each frame
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
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
Teleportation?
2021

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Technical Challenges and Opportunities for Live VR

  • 1. Technical Challenges & Opportunities for Live VR JULES DAVIS – CTO FOCAL POINT VR
  • 2. What is VR for?
  • 5. Live Video: Presence at an Event
  • 6. 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”
  • 7. Presence Requirements Feature 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 2014 http://media.steampowered.com/apps/abrashblog/Abrash%20Dev%20Days%202014.pdf
  • 8. Video Mechanics - Capture Samsung Beyond iZugur Z63DC Google Jump / GoPro Odyssey
  • 9. Capture Left Eye Only 12 Camera GoPro Rig 5 pairs horizontally 1 up and 1 down
  • 10. Stitching / Projection  Stitch images together  To map onto a sphere surrounding viewer  Just like map projection in geography  Most common is equirectangular projection
  • 14. Broadcast and Playback  Upload stitched video to cloud  Download or stream video to headset  Project video onto a sphere and project
  • 15. Live Virtual Reality Video VR camera Video Processor Cloud VR PlayerBroadcast
  • 16. 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
  • 17. Videos Today  Max resolution 4k x 2k video  Mix of mono and stereo  Almost all using equirectangular
  • 18. Challenges  Many choice  Capture quality  Dynamic range  Resolution / Bandwidth  Head Movement  Stereo Quality  …
  • 19. Challenge 1 – Resolution and Bandwidth
  • 20. 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)
  • 21. 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 eye  Many H.264 codecs won’t handle this  4K video on Gear VR gives  ~10.5 pixels per degree horizontally  ~5.4 vertically
  • 22. Resolution / Bandwidth Simulation of 4k video displayed on native Gear VR
  • 23. Technical Challenge #1 Bandwidth / Resolution  Native headset resolution video in Stereo  Equivalent quality to 18 Mbps 4K video  But at much lower bandwidth – ideally 3-4 Mbps
  • 24. 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
  • 25. 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)
  • 26. 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
  • 27. 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
  • 28. 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
  • 29. 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
  • 30. Can we do better?  Divide into multiple regions  Remove down  Vary resolution  Base on projection  And area of interest
  • 31. 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
  • 32. 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?
  • 33. Challenge 2 – 3D Vision
  • 34. 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
  • 35. Stereo Vision  Replace eyes by cameras
  • 36. Stereo Vision  Turn camera around head centre of rotation
  • 37. Stitch and Project  Add a camera top and bottom  Stitch all the left eyes together  Stitch all the right eyes together Stereo Vision
  • 38. Truth about 3D VR Video  Creates a convincing sense of depth  Increases sense of presence  This is good. Yay!
  • 39. 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
  • 40. Truth about 3D VR Video  No toe in  Humans eyes track together  Don’t look straight forward  This impacts all VR for now
  • 41. 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
  • 42. 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
  • 43. What can be done?  Need more 3D information  Depth and Occlusion  Reconstruct view each frame
  • 44. 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
  • 45. 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

Editor's Notes

  1. I’m Jules, from Focal Point VR. I seem to have the last slot before lunch. I can’t promise to be scintillating but shall try for pace.
  2. One way of describing what VR is for, is teleportation
  3. To imaginary worlds
  4. Or for video; it’s teleportation to somewhere real
  5. For live video, it’s presence at an event or experience Where time and place both matter Presence matters
  6. Presence is the convincing illusion of being there. Difficult to define but people know it when they experience it.
  7. Much research has been done on what is needed to create this illusion. This is a subset. VR today is often hitting the minimum, in the long term we’ll be aiming for human perception. We may return to this later.
  8. VR Video starts with capture. There are a variety of Cameras from the handmade to fully productised, and from cheap consumer to full professional. None of them are perfect, but in the end you have video coming from multiple cameras.
  9. Here’s some example frames from a 12 camera rig. 5 stereo pairs, one up and one down.
  10. The goal is to combine them into a single image for each eye. In this case an equirectangular projection, like many maps of the world. When we come to render the view in the headset, its easy to project this onto the inside of a globe.
  11. Stitching process reverses distortion from a wide angle or fish-eye lens. It stitches the images together and applies projection.
  12. For Live video we have to do this at least in real-time
  13. And for stereo we do it once for left eye cameras and again for right eye cameras. Then compress and upload to the internet.
  14. Once in the cloud, the video is downloaded or streamed to a headset A sphere is placed around each eye. Each view direction inside the sphere can be projected onto a video frame. Now we have a VR video.
  15. For live, the whole pipeline has to happen in real-time and with minimal latency.
  16. Things are changing fast, new solutions coming up all the time. There are many consumer quality options, but not really any simple options to achieve really high quality. [Soon, consumers will be able to broadcast with a cheap camera and youtube or facebook.]
  17. Today videos normally max out at 4k x 2k With a few exceptions they use equirectangular And stereo just squashes more vertically
  18. If the goal is teleportation, to bring the visceral feeling of presence at a live event, then we have many challenges. I’m going to try to talk a little about two.
  19. First problem is simply the reality of 4k video and beyond
  20. 4k broadcast is pretty expensive. It can be 20x cost of equivalent standard definition video Maybe we can accept lower quality, perhaps half bandwidth.
  21. Ideally, we should have our video at headset resolution. For Gear VR, that’s about 17.5 pixels per degree. A video resolution of, not 4k x 2k, but about 6k by 3k per eye. Most video players max out at 4K, much lower than target
  22. Blurred images are not so noticeable at 10 meters But...when it’s literally on your face it definitely impacts presence
  23. So, technical challenege 1 We want native resolution, today 6k x 3k But we want low bandwidth Ideally much lower than 4k
  24. How can this be achieved? My first thought, what information we can throw away Equirectangular project has 1-1 pixels at equator, but stretches enormously as you approach the poles
  25. As a projection equirectangular has plenty of advantages But, do the maths, we have 60 percent more pixels than we need Unfortunately no simple projection can achieve this ideal from sphere surface to rectangle
  26. Equirectangular is simple. Pretty easy to understand but it has some costs. The distortion costs bandwidth. Both in the codec and in number of pixels we start with.
  27. There are many map projections and many trade offs. Planar, cylindrical and azimuthal. This is an old problem, and there’s been plenty of recent research
  28. Equirectangular is great at the equator How about we just try to fix it at the poles (up and down) In this example, we just chop the bottom and top sixth off And pack them side by side. No loss of resolution, they were really stretched already.
  29. This solution knocks a sixth off our area Now we’re only 35% worse than the ideal So there’s a lesson here. We can chop the sphere up into pieces and change the projection.
  30. In this example keep native resolution for the centre of interest But reduce it where projection is bad Or where it’s less interesting, like the floor This example reduces size to less than 40% of original
  31. There’s plenty of redundancy here and many options to capitalise on it. Reducing bandwidth by a factor of 10 is probably achievable. Which would be a bandwidth of 5 mbps for native resolution on a Gear VR.
  32. Today if you sit about 2 meters from a 55” True HD screen, then the pixels are at the limit of human vision. Higher resolution is not a win. To get the equivalent from VR it would require more than 8k per eye. Reference keynote
  33. On another challenge. 3D in VR videos
  34. We achieve stereo by having a video for each eye. The win is much greater sense of presence. Our key goal
  35. Stereo 360 camera seems pretty simple. Place camera’s at the eye positions.
  36. Have multiple pairs of cameras
  37. Stitch them together And your done
  38. And this works Convincing sense of depth And presence
  39. But....there are a few problems Up and down are mono. They have to be. And actually stereo separation varies as you track from head