Delivering new methods and codecs for working with large-scale data, particularly VR and HDR, is high priority for the media and entertainment industry. As MPEG begins work on a successor to HEVC, we take a look at the hyper-efficient compression technologies being developed for streaming immersive media.
Arguably, standards bodies like MPEG have never been busier. The 30-year old institution has drafted and released an average of six standards a year since launch and it only succeeds for the industry if it stays way ahead of the game.
Tony Jones says: “JPEG XS is an intra-coding technique. That is, no temporal prediction is performed. This results in much lower bit rate efficiency than compression standards such as AVC and HEVC, but in turn offers extremely low latency.
“There are a wide range of potential professional applications, including studio use, remote production and other instances where latency is critical, but where high bandwidth connections are still available,” adds Jones.
In both cases, according to Ericsson’s Tony Jones, there is an extremely stringent motion-to-photon requirement – the responsiveness of the display to any change in head position must be extremely low latency.
Jones says: “For 360 video, the rendering is performed locally from either the entire 360 image or a suitably sized portion of it, whereas for true VR, the scene itself must be created based on those head movements. If the scene creation can be performed locally, such as in a games console, then the requirements are not too challenging. If, on the other hand, the rendering is performed remotely and needs to be delivered without an excessive bit rate demand, then there are significant challenges to achieve that at the same time as meeting the motion-to-photon requirements.”