NAB
The next quantum leap in media production will be when 5G
networks are not only ubiquitous but when devices and applications are
connected to the mobile edge.
https://amplify.nabshow.com/articles/the-next-steps-for-interactive-media-and-mobile-edge/
Only then will breakthroughs in latency deliver on promised
applications that deliver interactive and immersive experiences, like game
streaming, virtual reality, and in-venue experiences for live events.
“5G edge networks integrate cellular architecture with IT
and cloud infrastructure to reduce end-to-end latency for a multitude of
services and use cases,” explains Don Alusha, Senior Analyst, 5G Core
& Edge Networks at ABI Research.
Its recent report suggested mobile 5G edge networks will
unlock cloud video revenues totaling $67.5 billion by 2024 up from $5bn in
2019.
Amazon has already launched infrastructure optimized for
mobile edge computing applications. “Wavelength Zones” are AWS infrastructure
deployments that embed AWS compute and storage services within data centers at
the edge of the 5G network, so application traffic from 5G devices can reach
application servers running in Wavelength Zones without leaving the
telecommunications network.
This avoids the latency that would result from traffic
having to traverse multiple hops across the Internet to reach their
destination. It enables customers to take full advantage of the latency and
bandwidth benefits offered by modern 5G networks.
AWS Wavelength Zones are available in ten cities across the
US on Verizon’s 5G network, in Tokyo and Osaka, Japan on the KDDI 5G network,
in Daejeon, South Korea on SK Telecom’s 5G network, and in London on the
Vodafone 5G network.
Wavelength also enables offload of data processing tasks
from 5G devices to the network edge to conserve resources like power, memory
and bandwidth that makes applications like autonomous vehicles and smart
factories possible.
AWS itself talks about Wavelength helping AR/VR applications
reduce the “Motion to Photon” latencies to the <20 ms benchmark needed to
offer a realistic customer experience.
It could provide the ultra-low latency needed to live stream
high-resolution video and high-fidelity audio, as well as to embed interactive
experiences into live video streams.
Plus, the most demanding games can be made available on end
devices that have limited processing power by streaming these games from game
servers in Wavelength Zones.
When it comes to filmmaking, “future 5G versions will
provide enough bandwidth for almost any kind of wireless data transfer —
including raw video,” suggests Dave Shapton at RedShark News.
“It should be possible to send video to an edge server from a camera, have it
processed and receive it back in the camera within the space of a single
frame.”
With almost no limit to the amount of processing that could
be carried out in real time and fed back to the viewfinder of the camera, this
means VFX, computer lens correction, “super-sophisticated object detection for
metadata creation and autofocus and even real-time interactions for shooting
hybrid live and virtual action scenes” become possible says Shapton. “Any
process you can imagine – all taking place as if your camera itself had that
processing power.”
In filming scenarios, the camera could become the edge
device. It’s an advance predicted by Michael Cioni, Global SVP of
Innovation at Frame.io (now part of Adobe) as far back as 2013.
“Digital cinema production will take advantage of these
supercomputer cameras and connect out to our increasingly cloud-connected
world,” Cioni declared.
New devices will apply color LUTs on the fly to RAW footage
and upload each take to cloud storage for everyone on the production to access,
he said.
“Digital cinema is getting closer and closer to becoming a
real-time process, one that’s handled close to the set,” he said.
Speaking at the HPA Retreat earlier this year (see below),
Cioni said, “By 2031, a media card will be as unfamiliar as arriving today on
set with a DV cartridge or DAT tape. You won’t have removeable storage from the
camera. Camera tech will transition to become transfer systems to the cloud. It
will take a decade [for RAW camera files] but the transition starts here.”
Camera-to-cloud workflows are viable today over 4G networks
offering 10Mbps upload provided the media is compressed to H.264/5. Anyone
wanting to push camera RAW (Original Camera Files/OCF) faces an uphill task.
OCF requires more like 1000Mbps before it’s reliable enough to move. OCFs are
not only the largest data payload but the least time sensitive. Today, OCFs do
not come directly from the cameras, but rather are being pushed to a local
staging environment (on-set or near-set storage as a part of video village).
Companies like Sohonet are working with studios to install
ultra-high-speed network connections that enable DITs to upload OCF right from
set. Currently, those transmissions can’t be done wirelessly because wireless
networks still lack the appropriate bandwidth.
Consensus is that we’re five to seven years away from
average bandwidth utilized on set being suitable for RAW transfers to the
cloud, with shooting OCF to the cloud becoming the norm by 2031.
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