论文标题

沉浸式体验和XR:游戏引擎或多媒体流媒体问题?

Immersive Experiences and XR: A Game Engine or Multimedia Streaming Problem?

论文作者

Gunkel, Simon N. B., Potetsianakis, Emmanouil, Klunder, Tessa E., Toet, Alexander, Dijkstra-Soudarissanane, Sylvie S.

论文摘要

扩展现实(XR)技术的最新改进创造了行业中XR产品和解决方案的提高,同时提高了对新的或改进的建筑概念的新要求。由于XR应用程序通常与3D几何渲染和多媒体范式相关,因此这种需求可能特别复杂。本文从游戏工程和多媒体流媒体系统的角度概述了与XR相关的主要概念。 XR需要新的元数据和媒体/游戏编排,以允许用户,对象和(体积)多媒体内容之间进行复杂的交互,这也导致对同步的新要求(即,对于全球对象状态和定位)。此外,本文介绍了新的XR系统体系结构中所需的功能块,以及它们将如何将(游戏和媒体)空间粘合在一起。功能组件和体系结构的讨论与Khronos,MPEG和3GPP等相关标准化机构中正在进行的活动有关。为了使XR长期成功,该行业需要就可互操作的解决方案以及如何合并游戏和媒体范式达成共识,以允许复杂的多用户XR应用程序。

Recent improvements in Extended Reality (XR) technology created an increase in XR products and solutions in the industry, while raising new requirements for new or improved architectural concepts. This need can be particularly complex as XR applications often relate both to 3D geometric rendering and multimedia paradigms. This paper outlines the main concepts relevant to XR, both from a game engineering and multimedia streaming system perspective. XR requires new metadata and media/game orchestration to allow complex interaction between users, objects, and (volumetric) multimedia content, which also results in new requirements on synchronisation (i.e., for global object state and positioning). Furthermore, the paper presents the functional blocks needed in new XR system architectures and how they will glue both (game and media) spaces together. The discussion of functional components and architecture relates to the ongoing activities in relevant standardisation bodies like Khronos, MPEG, and 3GPP. To make XR successful on the long term, the industry needs to agree on interoperable solutions and how to merge both game and media paradigms to allow complex multi-user XR applications.

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