Streaming Media
The demand for realistic CG content to fuel immersive media applications requires new production methods and a new codec
http://www.streamingmediaglobal.com/Articles/Editorial/Featured-Articles/Hyperreality-and-the-Urgent-Need-to-Scale-Content-119209.aspx
The demand for virtual, augmented, and mixed reality content
is set to skyrocket to such an extent that current content creation and
distribution technologies cannot cope. At the same time, content will evolve to
a point where physical and virtual realities appear to merge, giving rise to a
new "hyperreality"—the inability to distinguish what's real from a
from a simulation of it.
"If the forecasts are right, not only will a whole new
set of tools and workflows be needed but these tools need to be in the hands of
a lot more people," says Jon Wadelton, CTO at visual effects (vfx)
software developer Foundry.
The biggest market for virtual reality (VR) content won't be
entertainment but training and enterprise scenarios (such as medical surgery
and CAD). In its Virtual Reality Industry Report: Spring 2017, Greenlight forecasts a $26.7 billion global VR content
marketplace by 2021. The bulk of this is in design and industrial
visualisation ($18.2bn) with games creation around $4 billion.
That sum is dwarfed by figures from the International Data
Corporation, which estimates worldwide revenues for VR and augmented reality
(AR) will grow to more than $162 billion in 2020 (including hardware sales).
That's from a base as low of $5.2 billion in 2016.
"That is a massive amount of AR/VR revenue in a short
time period and means massive amounts more content which begs the question who
is going to make it all," contends Wadelton. "The market is going to
need a lot of content, and they are going to want it to look as real as
possible—to see things digitally that are even better than the real world. To
do that, the entire production workflow needs to be revised and it needs to be
made scalable."
As a vfx production and postproduction software house with
credits including Gravity and Star Wars, Foundry has potential answers to
this in R&D.
Wadelton outlines the numerous challenges to creating
hyper-real content in such volumes.
This starts with capturing 360° video with multiple cameras.
"Three to four years ago you had to build your own camera," says
Wadleton. "These days you can buy one off the shelf. There are tools for
stitching the images together such as Kolor's Autopano, Foundry's Cara, and
camera systems which include realtime stitching (such as Nokia Ozo). We're
getting there with camera capture, but there are still issues. These techniques
can record from only one point of view. You can't walk behind walls, for
example, move into a room, or interact with objects. It doesn't in principal
lend itself to a greater sense of immersion and therefore doesn't deliver that
hyper-real feeling."
Part of the solution is to run the content through a games
engine. This brings its own set of issues, not least that games engines work at
90fps per eye, a rate at which mobile devices are not powerful enough to render
in realtime.
There are other issues too. "For mixed reality, you
need to perform accurate real-time lighting capture. Getting game assets into
the engine is quite hard unless you reduce the complexity of the asset so it
can run in realtime. It remains very hard to capture human expression to lay on
top of digital humans."
Another big challenge is reusing assets. "We want to
get to a place where if you create high-resolution master assets for a
commercial or feature film, then you can also publish that to 3D renderers or
game engine or some unknown format in future," says Wadelton. There's a
big challenge around that. We don't want to be manually re-creating
assets."
Foundry's R&D Project Bunsen is exploring this. Its
framework can be used for both high-quality image and video rendering and for
preparing data for VR and real-time use.
Arguably the biggest issue is simply that of creating
sufficient 3D content to satisfy the predicted surge in demand. "We need
to make tool so intuitive that making 3D assets is simple for anyone who is
currently not involved in visual effects," he insists.
An alternative to using multiple cameras is to capture
volumetric data using light field or point cloud. Light field captures all the
light rays at every point in space, travelling in every direction. A point
cloud is a large collection of points acquired by 3D laser
scanners to create 3D representations of existing structures
Both will allow capture of depth information and
theoretically real-time capture from multiple points of view.
Development in this space is being led by companies
including UK-based Figment Productions, which has its own motion
synchronisation and control platform for VR; 8i, the New Zealand headquartered
company which has a studio in Culver City fitted with multiple cameras to
develop holographic video for display on mobile phones; and Lytro, the light
field camera developer behind the Immerge VR and Cinema Camera which is
currently targeting short vfx sequences. Foundry has a development partnership
with Lytro in which it is integrating its Nuke compositor alongside Lytro
plug-ins for post work. It is also extending this into the cloud with its forthcoming
virtual pipeline system Elara.
MPEG-I on the Drawing Board
Nonetheless, the biggest headache faced by all companies
working in immersive formats is handling the vast amounts of data. That's where
the work of international standards body MPEG is comes in. It has begun
conducting experiments into compression technologies "for use in
applications that provide an increased sense of immersion beyond that which
existing video coding standards can provide," according to an ISO paper on
the subject.
The proposed ISO/ IEC 23090 (or MPEG-I) standard targets
future immersive applications. It's a five-stage plan which includes
an application format for omnidirectional media (OMAF) "to address
the urgent need of the industry for a standard is this area"; and a common
media application format (CMAF), the goal of which is to define a single format
for the transport and storage of segmented media including audio/video formats,
subtitles, and encryption. This is derived from the ISO Base Media File Format
(ISOBMFF).
While a draft OMAF is expected by end of 2017 and will build
on HEVC and DASH, the aim by 2022 is to build a successor codec to HEVC, one
capable of lossy compression of volumetric data.
"Light Field scene representation is the ultimate
target," according to Gilles Teniou, Senior Standardisation Manager -
Content & TV services at mobile operator Orange. "If data from a Light
Field is known, then views from all possible positions can be reconstructed,
even with the same depth of focus by combining individual light rays.
Multiview, freeview point, 360° are subsampled versions of the Light Field
representation. Due to the amount of data, a technological breakthrough – a new
codec - is expected."
This breakthrough assumes that capture devices will have
advanced by 2022 – the date by which MPEG aims to enable lateral and frontal
translations with its new codec. MPEG has called for video test material,
including plenoptic cameras and camera arrays, in order to build a database for
the work.
"If we can capture a volumetric representation of the
world then we can produce true 6Dof since you can't do this with
360-video," says Wadelton. "With 360 you can't see behind things or
around things which breaks the experience. For VR, a new compression system is
a must to be able to deliver hyper-real versions of the world."
.
Hyperreality Explored
The concept of hyperreality itself demands closer
investigation. Officially coined in 1981 by French philosopher Jean
Baudrillard, the idea can be traced back to at least as far as naturalism, the
nineteenth-century movement towards representing things closer to the way we
see them. The invention of still photography, then motion pictures, adding
sound, colour and stereo 3D, are all stages on the same trajectory toward
greater immersion and a closer and closer simulation of reality.
Arguably, scripted (or structured) documentary ("reality")
shows like Keeping up with the Kardashians is one form of hyperreality.
Facebook is another, where what we choose to post online may be what we want
the world to see of our life.
The emergence of AR/VR/MR (mixed reality) takes this to
another level. Here, hyperreality is about whether one can tell the difference
between real and unreal when you're in that environment.
Literature and films have explored the concept, including Ready
Player One, the highly anticipated Steven Spielberg feature adaptation of
Ernest Cline's novel.
VR is already evolving from being able to look into a scene
and rotate around a specific spot—o called three degrees of freedom (3Dof)—to
six degrees of freedom (6Dof) which simulates movement forward and backwards.
A stage along this evolution is location-based VR where the
virtual world is matched with the physical world. In some VR theme parks users
walk untethered in spaces which are mapped to the VR sim and are able to sense
touch through haptics. Location-based VR is a rapidly growing business.
Greenlight Industries forecasts that installations in malls and movie theatres
will bring in $222 million worldwide this year; by 2021, that amount will have
grown to almost $1.2 billion.
Another related development is MR, having virtual content
integrate with the real world.
An example of this mixed reality is envisioned by designer
and filmmaker Keiichi Matsuda whose art video Hyper-Reality has gone
viral. It shows the real and CG worlds merged into one. "In this scenario
life itself has become gamified," observes Wadleton, echoing the central
idea behind Ready Player One.
Google, Apple, and Facebook are already capturing data, such
as geometry about real-world objects scanned via mobile phones (cameras, GPS,
depth sensors) into databases. Data from Google's Tango or Apple's ARkit, for
example, can be used to build a geometric representation of the world into
which content creators might be able to licence and insert CG, rather than
having to map the world afresh each time.
Wadelton reveals that in a poll conducted by Foundry, nearly
a third of those surveyed believed that real-world experiences will be
eventually be replaced by virtual reality. "Already with vfx we have got
to the point where simulation on screen is better or more interesting than the
real thing," he says. "People expect to experience
hyperreality."
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