16K Cinematic VR Streaming
Patrice Rondao Alface
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
patrice.rondao alface@
nokia-bell-labs.com
Maarten Aerts
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
maarten.aerts@nokia-bell-labs.com
Donny Tytgat
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
donny.tytgat@nokia-bell-labs.com
Sammy Lievens
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
sammy.lievens@nokia-bell-labs.com
Christoph Stevens
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
christoph.stevens@nokia-bell-labs.
com
Nico Verzijp
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
nico.verzijp@nokia-bell-labs.com
Jean-Francois Macq
Nokia Bell Labs
Copernicuslaan 50
Antwerp, Belgium 2018
jean-francois.macq@nokia-bell-labs.
com
ABSTRACT
We present an end-to-end system for streaming Cinematic Virtual
Reality (VR) content (also called 360 or omnidirectional content).
Content is captured and ingested at a resolution of 16K at 25Hz
and streamed towards untethered mobile VR devices. Besides the
usual navigation interactions such as panning and tilting offered
by common VR systems, we also provide a zooming interactivity.
is allows the VR client to fetch high quality pixels captured at
a spatial resolution of 16K that greatly increase perceived quality
compared to a 4K VR streaming solution. Since current client de-
vices are not capable of receiving and decoding a 16K video, sev-
eral optimizations are provided to only stream the required pixels
for the current viewport of the user, while meeting strict latency
and bandwidth requirements for a qualitative VR immersive expe-
rience.
CCS CONCEPTS
•Computing methodologies →Virtual reality;
KEYWORDS
Virtual Reality, Streaming
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MM’17, October 23–27, 2017, Mountain View, CA, USA.
© 2017 Copyright held by the owner/author(s). Publication rights licensed to ACM.
ISBN 978-1-4503-4906-2/17/10. . . $15.00
DOI: hp://dx.doi.org/10.1145/3123266.3123307
ACM Reference format:
Patrice Rondao Alface, Maarten Aerts, Donny Tytgat, Sammy Lievens, Christoph
Stevens, Nico Verzijp, and Jean-Francois Macq. 2017. 16K Cinematic VR
Streaming. In Proceedings of MM’17, October 23–27, 2017, Mountain View,
CA, USA., , 8 pages.
DOI: hp://dx.doi.org/10.1145/3123266.3123307
1 INTRODUCTION
Virtual Reality (VR) streaming is gaining more and more aention
nowadays thanks to disruptions in capture and client devices, en-
abling higher resolutions, higher frame rates and lower latencies.
is success can also be observed by the increasing number of
applications of VR technology that go well beyond gaming and
include medical treatment, training, industrial design, entertain-
ment, broadcasting etc [1, 2].
Within VR content, while first systems have focused on syn-
thetic (i.e. computer-generated) content, more recent works use
captured omnidirectional (a.k.a. 360) video. While current head-
mounted display (HMD) screen resolutions provide a feeling of
immersion with synthetic content, which exhibit smoother pixel
transitions, these are not yet sufficient for ultra-high resolution
captured video. is can be partially explained by the fact that
captured content, even if captured at 4K resolution for the whole
sphere
1
, appears as relatively large pixels on a HMD due to the fact
only a portion of the sphere can be observed at a time. erefore,
the goal of any end-to-end 360 video streaming system is to pro-
vide a maximal video resolution and quality for each eye of a user
wearing a HMD with a minimal latency and obviously no video
freeze. In any manner and at any speed a user moves, pixel quality
1
360 video content can be mapped on a sphere, a cylinder or any composition of 3D
meshes that captures the union of the input cameras views. Nowadays, most 360
systems are mapped to a sphere.
Session: Systems 2 – Video Streaming MM’17, October 23-27, 2017, Mountain View, CA, USA
1105