Delivering object-based immersive media experiences in sports

Fai Yeung,Basel Salahieh, Kimberly Loza, Sankar Jayaram,Jill Boyce

semanticscholar(2020)

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摘要
Immersive media technology in sports enables fans to experience interactive, personalized content. A fan can experience the action in six degrees of freedom (6DoF), through the eyes of a player or from any desired perspective. Intel Sports makes deploying these immersive media experiences a reality by transforming the captured content from the cameras installed in the stadium into preferred volumetric formats used for compressing and streaming the video feed, as well as for decoding and rendering desired viewports to fans’ many devices. Object-based immersive coding enables innovative use cases where the streaming bandwidth can be better allocated to the objects of interest. The Moving Picture Experts Group (MPEG) is developing immersive codecs for streaming immersive video and point clouds. In this paper, we explain how to implement object-based coding in MPEG metadata for immersive video (MIV) and video-based point-cloud coding (V-PCC) along with the enabled experiences.
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