The media landscape changes significantly over the last few years by new content formats, new service offerings, additional consumption devices and new monetization models. Think of Netflix, DAZN, Mediatheks, mobile devices, interactive content, smart TVs, Virtual and Augmented Reality, and so on. Many of these efforts have been realized by a limited usage of standards, but are standards irrelevant? Secondly, more and more services are enabled by latest mobile compute platforms enabling new services and experiences. This presentation will provide an overview some of these trends and will motivate the development of global interop standards. Specific aspects will include the move of linear TV services to the Internet (both mobile and fixed) as well recent advances on Extended Reality and immersive media trends.
What's New in Teams Calling, Meetings and Devices March 2024
New Media Services from a Mobile Chipset Vendor and Standardization Perspective
1. New Media Services from a
Mobile Chipset Vendor and
Standardization Perspective
Qualcomm Technologies, Inc.
@qualcomm_techNovember 2018
Thomas Stockhammer
Director Technical Standards
@haudiobe
2. 2
Disclaimer
• Roles
◦ DASH-IF: IOP chair, Live, Ad Insertion, ATSC TF Chair, Guidelines editor
◦ MPEG: DASH editor, CMAF co-editor, MPEG-I architecture co-chair
◦ CTA WAVE: SC member, DPCTF chair
◦ DVB: SB Member, DVB CM-I chair (now vice chair)
◦ 3GPP:
• Rel-12: TV Video Profiles, DASH extensions
• Rel-13: MBMS APIs
• Rel-14: Rapporteur for enhanced TV (3GPP award),
• Rel-15: HDR for TV Video, VR Streaming, SAND4M
• Rel-16: 5G Media, XR over 5G, TyTraC
◦ Also in VR-IF Board
• Presentation will focus on research challenges in the context of the above work
Presentation is centric to my work
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Outline
• New Media Services
• Qualcomm‘s perspective
• Technologies for new media services
• Standardization Efforts and Research Challenges
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Media 20 years ago
TV
Broadcaster
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Radio
Broadcaster
News Publisher
9. 9
Emotional Streaming
https://www.cnet.com/news/with-5g-you-wont-just-be-watching-video-itll-be-watching-you-too/
• Bob is watching a horror movie using an HMD. He is fascinated, but his body reaction, eye
rolling, and other attributes are collected and are used to create a personalized story line.
Movie effects are adjusted for personal preferences while reactions are collected when
watching the movie. Bob’s emotional reactions determine the story-line.
• Remember the last time you felt terrified during a horror movie? Take that moment, and all
the suspense leading up to it, and imagine it individually calibrated for you. It's a terror plot
morphing in real time, adjusting the story to your level of attention to lull you into a comfort
zone before unleashing a personally timed jumpscare.
• Or maybe being scared witless isn't your idea of fun. Think of a rom-com that stops from
going off the rails when it sees you rolling your eyes. Or maybe it tweaks the eye color of that
character finally finding true love so it's closer to your own, a personalized subtlety to make
the love-struck protagonist more relatable.
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New Media Attributes
• Better quality
• Personalized
• Interactive and Lean-back and reactive
• New production formats
• Accessible anywhere on different devices
• Gaming-like
• Different story-lines
• Multimedia and informative
• Intuitive
• New business models (subscription, ad, etc.)
A random collection of thoughts
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New technologies for future Media/XR requirements
Providing an always-on experience that intelligently enhances our lives
Immersive
The visuals, sounds, and interactions
are so realistic that they are true to life
Cognitive
It understands the real world, learns personal
preferences, and provides security & privacy
Connected
An always-on, low power wearable with
fast wireless cloud connectivity anywhere
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Intuitive
interactions
Sound
quality
Visual
quality Interaction
and
Immersion
Qualcomm - We want to immerse you
Immersion is enabled by different components that work together
Extreme pixel quantity and quality
Screen is very close to the eyes
Stereoscopic display
Humans see in 3D
Spherical view
Look anywhere with
a full 360° spherical view
High resolution audio
Up to human hearing capabilities
3D audio
Realistic 3D, positional, surround
audio that is accurate to the real world
Crystal clear voice
Clear voice that is enhanced with
noise cancellation technology
Precise motion tracking
Accurate on-device motion tracking
Minimal latency
Minimized system latency
to remove perceptible lag
Natural user interfaces
Seamlessly interact with VR using
natural movements, free from wires
Learn more about our vision for the future of VR: www.qualcomm.com/VRUniversity of Klagenfurt - TEWI-Kolloquium
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Intuitive
interactions
Sound
quality
Visual
quality Immersion
AR introduces additional requirements for immersion
Seamlessly integrating virtual objects with the real world
Keeping the world stable
Seamlessly anchor virtual
objects to the real world
Common illumination
Lighting virtual objects
realistically and dynamically
Occlusion
Showing and hiding virtual
objects appropriately
Realistic virtual sounds
Modifying virtual sounds based on the
real world environment
Natural user interfaces
Seamlessly interact with AR using
natural movements, free from wires
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Presence
• Presence is the most crucible aspect to a true virtual reality experience. To have an effective VR, The user has to feel that he or she is within the artificially created
world. This is the only way to elicit emotions and involuntary, reflex-like reactions from the user.
• Tracking
◦ 6 degrees of freedom tracking - ability to track user's head in rotational and translational movements.
◦ 360 degrees tracking - track user's head independent of the direction the user is facing.
◦ Sub-millimeter accuracy - tracking accuracy of less than a millimeter.
◦ No jitter - no shaking, image on the display has to stay perfectly still.
◦ Comfortable tracking volume - large enough space to move around and still be tracked.[1]
• Latency
◦ Less than 20 ms motion-to-photon latency - less than 20 milliseconds of overall latency (from the time you move your head to when you see the display change).
◦ Fuse optical tracking and IMU data -
◦ Minimize loop: tracker → CPU → GPU → display → photons.[1]
• Persistence
◦ Low persistence - Turn pixels on and off every 2 - 3 ms to avoid smearing / motion blur.
◦ 90 hz+ refresh rate to eliminate visible flicker.[1]
• Resolution
◦ Correct stereoscopic 3D rendering
◦ At least 1k by 1k pixels per eye
◦ No visible pixel structure - you cannot see the pixels.[1]
• Optics
◦ Wide FOV - greater than 90 degrees field of view.
◦ Comfortable eyebox - the minimum and maximum eye-lens distance wherein a comfortable image can be viewed through the lenses.
◦ High quality calibration and correction - correction for distortion and chromatic aberration that exactly matches the lens characteristics.[1]
Oculus Connect 2014: Brendan Iribe Keynote
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Peak Download Speed:
1.2 Gbps
Peak Upload Speed: 150
Mbps
Ultra HD Premium video
playback and encoding
@ 4K (3840x2160)
60fps, 10bit HDR, Rec
2020 color gamut
eXtended Reality (XR)
Sensors
Qualcomm®
Snapdragon™ Neural
Processing Engine (NPE)
SDK
Snapdragon 845 - how to get access
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Snapdragon™
X20 LTE modem
Adreno 630
Visual Processing
Subsystem
Wi-Fi
Qualcomm®
Hexagon™ 685 DSP
Qualcomm
Spectra™ 280 ISP
Qualcomm
Aqstic™ Audio
Qualcomm®
Kryo™ 385 CPU
System Memory
Qualcomm®
Mobile Security
*Compared to Snapdragon 835
Multimedia/XR/AR
Computer vision, image processing,
sensor processing, graphics, video
processing, location, and cloud interaction
Benefits
• Integrated and optimized
• Enhanced battery life
• Thermal efficiency
• Standardized implementation
• Mass market cost
• Variety of use cases and industry support
Entire SoC is used!
… and Snapdragon 855 comes 5G/X50 with 7nm
17. 17
We’re developing foundational technology for AR
Qualcomm Technologies’ investments and the confluence of mobile technologies
Computer
Vision
Cognitive &
Security
Heterogeneous
Computing
Next-Gen
Connectivity
• 6-DOF VIO
• SLAM & 3DR
• Object detection
& recognition
• AI for advanced
cognitive processing
• Local and cloud
machine learning
• Security and privacy
• Lower power, higher perf.
AR visual processing
• Advancements in always-on
sensor fusion
• Next-gen AR audio
• Gigabit LTE and Wi-Fi
• Pioneering 5G
technologies
• Connectivity convergence
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op
Snapdragon 845
Room-Scale 6DoF
SLAM
2K x 2K @ 120fps
Qualcomm® Snapdragon™ 820
3DoF
1K x 1K @ 60 fps
Snapdragon 835
6DoF
1.5K x 1.5K @ 60 fps
Mobile XR is advancing in every generation
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• Always On
• Voice commands
• 3D Audio
• Echo Cancellation
• Noise reduction
Audio
Intelligence
Sounds
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Conventional 6-DoF: “Outside-in” tracking
External sensors determine the user’s position and orientation
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Mobile 6-DoF: “Inside-out” tracking
Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose
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Mobile 6-DoF: “Inside-out” tracking
Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose
6-DoF
position &
orientation
(aka “6-DoF pose”)
Captured from tracking camera
image sensor at ~30 fps
Mono or stereo
camera data
Accelerometer &
gyroscope data
Sampled from external
sensors at 800 / 1000 Hz
Camera feature processing
Inertial data processing
“VIO” subsystem on
Qualcomm® Snapdragon™ Mobile Platform
New frame accurately
displayed
Qualcomm® Hexagon™
DSP algorithms
• Camera and inertial sensor
data fusion
• Continuous localization
• Accurate, high-rate “pose”
generation & prediction
Qualcomm Hexagon is a product of Qualcomm Technologies, Inc.
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Device Architecture / Technology Enablers for XR
Optimizations needed across the SoC and system SW
Direct access to
VR features
• Bypass Android latency
Global time
stamps
• Maintain synchronization across
various processing engines
Late latching
• Using the latest pose
• Asynchronous threads for
consistent frame rate
Foveated
rendering
• Reduce pixel generation
workload while maintaining
high image quality
HW streaming
interfaces
• Bypass DRAM with engine
to engine communication
• ISP to DSP
• Sensors to DSP
Multiview stereoscopic
rendering
• Single pass render of left
and right eye
High frame rate
• 90 FPS for reduced frame
latency
Accurate motion
tracking
• Fast and accurate 6-DOF
• Accurate predictive 6-DOF
for a small future window
Fast connectivity
• Low latency connectivity
• High bandwidth
Single buffer
• Low latency connectivity
• High bandwidthUniversity of Klagenfurt - TEWI-Kolloquium
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Creating immersive XR experiences through standards-based technologies
We need alignment in several key areas
Professional
production & user
generation
Video and audio
compression
AppsAccess
network
Transport:
Content delivery
Display and
rendering
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OpenXR™ is creating an open standard for VR
and AR applications and devices
The Problem
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OpenXR Philosophies
Enable both VR and AR applications
The OpenXR standard unified common VR and AR functionality to streamline software
and hardware development for a wide variety of products and platforms
Be future-proof
While OpenXR 1.0 is focused on enabling the current state-of-the-art, the standard is
built around a flexible architecture and extensibility to support rapid innovation in
the software and hardware spaces for years to come
Do not try to predict the future of XR technology
While trying to predict the future details of XR would be foolhardy, OpenXR uses
forward-looking API design techniques to enable designers to easily harness new and
emerging technologies
Unify performance-critical concepts in XR application development
Developers can optimize to a single, predictable, universal target rather than add
application complexity to handle a variety of target platforms
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MPEG-I
• In October 2016, MPEG initiated a new project on “Coded Representation of Immersive Media”, referred to as MPEG-I
based on a survey.
• After the launch of the project, several phases, activities, and projects have been launched that enable services
considered in MPEG-i.
• Core technologies as well as additional enablers are implemented in parts of the MPEG-I standard.
• Currently 8 parts are under development.
• Part 1 – Immersive Media Architectures
• Part 2 – Omnidirectional MediA Format
• Part 3 – Versatile Video Coding
• Part 4 – Immersive Audio Coding
• Part 5 – Point Cloud Coding
• Part 6 – Immersive Media Metrics
• Part 7 – Immersive Media Metadata
• Part 8 – Network-Based Media Processing
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Different Track Activities
• System: OMAF (File Format, DASH, Metadata)
• Video: HEVC or AVC + SEI
• Audio: MPEG-H Audio or simple AAC
3DoF
V1 12/2017
• System: OMAF (File Format, DASH, Metadata)
• Video: HEVC or AVC + Metadata
• Audio no updates
3DoF+
12/2019
• System: Rendering Centric, Scene Description
• Video: PCC, Dense Light Field, others
• Audio: Rendering centric audio architecture
6DoF
Different tracks
• Network-based Media Processing
• MetricsComplementary
39. 39
Immersive Cloud Media
Decoder
Media
Retrieval
Engine
Presentation
Engine
Cloud
Media
Requests
Media Resource References
Timing Information
Spatial Information
Media consumption information
Decoder
Decoder
Local Storage
Manifest,
Index, …
Texture
Buffer
#1
Shader Buffer
Vertex Buffer
#n
Vertex Buffer
#1
Texture
Buffer
#n
Texture
Buffer
#2
Audio
Decoder
RenderingSync
Sync Information
Shader Information
Protocol
Plugin
Format
Plugin
MPEG is currently
investigating storage
and streaming
formats for immersive
media
42. 42
Use case #1:
Decoding of 360 videos with PC object
MPEG is currently
investigating
advanced decoder
interfaces for
immersive media
43. 43
The XR Challenge
Constrained mobile
wearable environment
Thermally efficient for sleek,
ultra-light designs
Long battery life for all-day
use
XR workloads
Compute intensive
Complex concurrencies
Always-on
Real-time
Latency Sensitive
Approach: Split Rendering
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Dumb Device: Pixel Streaming Overview
VR graphics workload split into rendering workload on powerful XR server and ATW on device
Low motion-to-photon latency preserved via on device Asynchronuous Time Warping (ATW)
Snapdragon HMD
• Chipset: SD 835
• Monocular 6-DOF Head tracking
• Display Rate: 70Hz
• Display Resolution: 2560x1440
• Downlink: 802.11ad (60GHz), 32 element
antenna
• Uplink: 802.11 n(5GHz),2x2 MIMO
Rendering Server
• Content: Unity Adam Demo*
• Eye Buffer : 1440x1440
• Frame Rate: 60fps
• Codec: H264
• Avg/Peak Encoded Rate: 100/120 Mbps
Example Implementation
Compressed Rendered
Frame
6-DOF
Processing
6-DOF
Processing
Game
Engine
Game
Engine
Video
Encoder
Video
Encoder
Low Latency
Transport
Low Latency
Transport
GPU
(ATW Plus + Error
Concealment)
GPU
(ATW Plus + Error
Concealment)
Rendered Frames
Compressed Rendered
Frame Video Stream
XR
Edge Server
HMD
HMD Pose
mmWave
Compressed Rendered
Frame
Rendered Frames
Low Latency
Transport
Low Latency
Transport
Video DecoderVideo Decoder
System Architecture
Qualcomm Confidential and Proprietary
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Phase 2: Vector Streaming
Split rendering framework based on generating textures and meshes (geometry) for even XR graphics quality
Seamless support for enhanced XR rendering optimizations (e.g. foveated rendering, asynchronous space
warp)
6-DOF
Processing
6-DOF
Processing
Game
Engine
Game
Engine
Video
Encoder
Video
Encoder
Low Latency
Transport
Low Latency
Transport
GPU
(Rendering
+Warping)
GPU
(Rendering
+Warping)
XR
Edge Server
HMD
HMD Pose
5G NR
Low Latency
Transport
Low Latency
Transport
Video
Decoder
Video
Decoder
System Architecture
Texture + Mesh
Compressed
Texture+ Mesh Compressed Texture+ Mesh
Video Stream
Compressed Texture+Mesh
Texture+Mesh
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Wireless Split Rendering Research
Leveraging 5G to deliver next gen VR/AR Experiences
XR content partially rendered on
powerful compute resources
Compressed content delivered via multi-
Gbps, sub ms latency wireless link
Mobile Edge Compute 5G Wireless XR Platform
Power-efficient, latency sensitive
rendering and 6-DOF processing
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49. SOME OBJECTIVES AND APPROACHES
UNIVERSITY OF KLAGENFURT- TEWI-KOLLOQUIUM
• Enabling broadcast-grade linear TV service on the Internet
• Making media service more personalized, interactive and immersive
• Enabling monetization of media services
• Making services accessible on many different devices and platforms
• Ensuring an end-to-end work flow with all enablers is in place
• Encode and package once, distribute to all
ObjectivesObjectives
• Interoperability programs
• Identifying commercial Demand
• Global standards and ecosystems
• End-to-end workflows and ecosystems
• Supporting implementations by test, open source, conformance and reference tools
Approaches:Approaches:
50. Media Distribution: Status Check
• UEs are very different from the how they
looked liked when 3GPP SA4 services were
initially designed. Typically, a client for a
vertical service was integrated, such as
considered for PSS and MBMS.
• Mobile video traffic accounted for 60
percent of total mobile data traffic in 2016.
Mobile video traffic now accounts for more
than half of all mobile data traffic.
• More than three-fourths of the world’s
mobile data traffic will be video by 2021.
Mobile video will increase 9-fold between
2016 and 2021, accounting for 78 percent of
total mobile data traffic by the end of the
forecast period.
• Media Frameworks
• Android Stagefright
• Browser-based media playback
• iOS media framework
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51. Possible 5G Media Architecture (Where is split?)
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5G Media Streaming Architecture
• Stage-2 work for 5G Media Streaming Architecture was created in S4-181524.
• The objectives are to create a new 5G Media Streaming (5GMSA) architecture specification which supports:
◦ MNO and 3rd
party Media Downlink Streaming Services with relevant functions and interfaces to support:
• Different collaboration scenarios between third party-providers and mobile network operators for media distribution over 5G;
• Appropriate service and session definitions in the context of 5G Media Distribution, especially for third-party media services and corresponding
network interfaces to establish, announce and discover those;
• A distribution-independent service establishment and content ingest interface;
• Relevant functions for operators and third-party service providers in different collaboration scenarios, including but not limited to aspects such as
session management, QoS framework, network assistance, QoE reporting, accessibility, content replacement, notification, content rights
management, etc.
• The delivery of 3GPP-defined media formats and profiles as well as third-party formats based on commonly defined packaging formats.
◦ Note: potential evolutions of 5GS e.g. MBMS, will be considered when specified.
• MNO and 3rd
party Media Uplink Streaming Services based on the non-IMS FLUS architecture:
◦ Specify the non-IMS FLUS entities and interfaces as part of the 5GMSA where the FLUS sink is not in the UE;
◦ Enable different collaboration scenarios between third party-providers and mobile network operators for media
over 5G.
• Corresponding UE functions and APIs;
• Compatible deployments with EPS and MBMS;
• Usage of 5G specific features such as network slicing and edge computing.
Rel-16 Work Item agreed last week in Busan: Ericsson, QC, Samsung, Orange, …
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FS_TyTraC
• TR26.925v0.2.0 is developed, latest version in S4-181414
• Includes 5G QoS model and 5QIs
• Media Service Questionnaire S4-181521
◦ Already collected information S4-181267: Comcast, Hulu, IRT, Amazon and Bitmovin
◦ More to come based on updated questionnaire: https://goo.gl/forms/3GeCpv2J6tIWn3O12.
Rel-16 study item to collect typical traffic characteristics of existing media services
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Large Scale Internet Media Distribution
• MPEG (Comcast, Netflix, Apple, Microsoft, Dolby, Hulu, etc.)
◦ CMAF converged format between HLS and DASH. Promising low-latency, encryption and so on. Great per se, technical issues
◦ DASH extensions to DASH MPD to enable new service features
◦ ISO BMFF core group to address extensions to packaging formats
• DASH-IF (Hulu, Netflix, Comcast, Amazon, Microsoft, Akamai, Google, etc.)
◦ LL-DASH Addresses the ability to deliver low-latency in scale and quality
◦ Target Ad Insertion ability to replace content downstream based on clear rules
◦ Content Ingest Ability to Ingest content to distribution system with all necessary metadata
◦ Event APIs ability to deliver interactive metadata
◦ Simplification of specification and clarification of many corner cases example to come
• DVB (TV Manufacturers, European Broadcasters, European Network Operators, etc.)
◦ Low-Latency DASH together with DASH-IF
◦ DVB-I Internet-based service layer
◦ ABR Multicast addressing IP multicast based delivery
• W3C/CTA WAVE (Comcast, Netflix, Apple, Microsoft, Dolby, Hulu, BBC, Google etc.)
◦ Bridging MPEG world with the web world
◦ Browser and HTML-5 media playback – interactive media
◦ Encryption and DRM
• How do we get this all back to 3GPP and where is 3GPP’s role in this?
Standards and Ecosystems
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Splicing – what works and what does not?
Video 2, (PC1)Video 1
Questions?
1. Did we miss any important cases?
2. Can we exclude/forbid any of the
case?
3. Do we have a consistent MPD
signaling in place for all cases?
4. Do we have a clear playback
understanding in place for all cases?
5. Do we have a playback
implementation, e.g. on dash.js?
Answers
• Working with content providers and
player developers to create a
consistent set of content rules and
playback requirements
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2 PC 1Video 1
Video 2 PC 1Video 1
59. Random Access and Start-up Delay
End-to-End Latency
Compression Efficiency
Network Efficiency and Scalability
Number of Requests
Number of Invalid Requests
Robustness to Errors
Note: Not all apply for all services, but may be relevant
KEY FUNCTIONS AND PERFORMANCE INDICATORS
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60. LOW-LATENCY STREAMING - CHUNKING
UNIVERSITY OF KLAGENFURT- TEWI-KOLLOQUIUM
DASH
Packager
CHCIC CNC CNC CICCNC
IS
CNC CNC CIC
CNC
CNC CNC CIC
HTTP
Chunk
HTTP
Chunk
DASH Segment
MPD
CNC = CMAF non-initial chunk
CIC = CMAF initial chunk
CH = CMAF Header
Low-Latency
DASH
Client
CDN stores
Segments
Regular
DASH
Client
Segments
Chunks
10s
3s
Encoder
Many technical details need
to be addressed
61. SERVICE PROPERTY DESCRIPTION AND DASH
CLIENT
Primary issues
Application based solution is not reliable, some environments work w/o app
DASH client needs to makes complex decisions based on information from the service offering, the device
capabilities, user interaction and network status – very hard on low latency
The service provider wants to express the desired service capabilities supporting/forcing the DASH client to
appropriate execute the rate adaption
Encoder and
DASH
Packager
IS
CNC CNC CICCNC CNC CIC
HTTP
Chunk
HTTP
Chunk
DASH Segment
MPD
Low-Latency
DASH
Client
CDN caches
Segments
Chunks
Application
DASH Headend
Settings
DASH Client
Settings
• player = dashjs.MediaPlayer().create();
• player.initialize(video, url, true);
• player.setLowLatencyEnabled(true);
• player.setLiveDelay(1);
• results in 2.2s delay
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MPEG DASH supporting work
• Producer Reference Time in MPD and segments for latency measurements
• Initialization Set provides a common set of media properties across the Media Presentation.
◦ An Initialization Set may be selected at the start of a Media Presentation in order to establish
the relevant decryption, decoding and rendering environment.
◦ Relevant for multi-period and ad insertion
• Service Description
◦ Addresses service providers influence
on DASH client operation
◦ Specification work
• Service description reference model
• The semantics of the service description
• mapping of the semantics to DASH MPD
• example client implementation usage guidelines
As part of Amd.5 of ISO/IEC 23009-1
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Media Streaming Application
Selection Logic
DASH access
engine
Media
engine
Event
Processing
Event + timing
MPEG Format
media + timing
MPD Selection metadata Selected Adaptation Sets
Media
output
MPD
Segment data
Service Description
Playback Control
63. Origin DASH
Packager
MPD with ad
prepared
Segments
SCTE-35
Interpreter
MPD
Manipulator
(Proxy)
SCTE-35
Interpreter
SCTE-35 in MPD
(or emsg)
Light Extended
Live Sim
MPD with ads
Segments
DASH
Client
1‘
2
1
Ad Server
TARGETED AD INSERTION
4
Ad Parameters
Many technical details need
to be addressed
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Splicing – what works and what does not?
Video 2, (PC1)Video 1
Questions?
1. Did we miss any important cases?
2. Can we exclude/forbid any of the
case?
3. Do we have a consistent MPD
signaling in place for all cases?
4. Do we have a clear playback
understanding in place for all cases?
5. Do we have a playback
implementation, e.g. on dash.js?
Answers
• Working with content providers and
player developers to create a
consistent set of content rules and
playback requirements
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2Video 1
Video 2 PC 1Video 1
Video 2 PC 1Video 1
66. CMAF
Content
Stand-alone
HLS
HLS as HTML-5
video tag
Stand-alone
DASH
DASH as HTML-
5 video tag
HTML-5 MSE-
based Type-3
player
CDN,
Broadcast,
multicast
Application
DASH MPD
HLS M3U8
referencing
DIFFERENT PLAYERS – SINGLE ENCODING AND COMMON DELIVERY
Platforms and PlayersContent OfferingManifest Delivery
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67. 67
CTA WAVE
• Content Spec CMAF + extensions
• Application APIs HTML-5
• Device Playback
◦ Requirements on performance of media
playback when CMAF media is used
◦ Tests for playback, switching, splicing, overlap
◦ Spec will be released by end of 2018
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69. DVB-I, the mission…
• DVB-I, where the “I” stands for “Internet”
– In the context of audio-visual services, “The Internet” is used for “Over-The-Top” (OTT)
delivery
– Well, “The Internet”, as in “CDN overlaid, edge assisted, adaptive delivery, media cloud”
• …To enable DVB services to be discovered and consumed by devices with basic
Internet connectivity, principally a non-managed broadband connection and HTTP
access, providing a similar user proposition to that of a DVB broadcast service
University of Klagenfurt - TEWI-Kolloquium
The Internet
1..n
1..n 1..n
1..n
1..n
ISP network
70. DVB-I, the technologies
• Harnessing foundation technologies to provide a complete
DVB solution for live OTT delivery:
– DVB-DASH (ABR – adaptive bit-rate)
• ETSI TS 103 285
– Low-latency DASH (LL-DASH)
• Technical work ongoing
– Multicast ABR (MABR)
• Technical work ongoing
• Reference Architecture published A176
• Protocols selected (align with 3GPP and ATSC)
• Potential synergies with other ongoing DVB work items:
– Targeted Advertising
– Home Broadcast
• Potential liaison activities:
University of Klagenfurt - TEWI-Kolloquium
DVB-I
DVB-DASH LL-DASH MABR
Signalling/
Metadata
Service
Discovery
DVB AV Codecs
71. DVB-I, the vision
• Functional overview; likely roles and elements of the DVB-I
specification
University of Klagenfurt - TEWI-Kolloquium
DVB-I
service
portal
Aggregator
Broadcaster
DVB-I
(DASH, CMAF,
WAVE)
Gatekeeper
e.g. DTT
§§§ Regulator
Presentation
PresentationPresentation
e.g. 3GPP EnTV and 5G
Where appropriate/necessary:
• Licensed broadcasters only;
• Protect end users from illegal
/ subversive services
Enable integration of
service lists or innovation
in their management
TV device
Non-TV
device
72. Status of DVB-I
• Commercial Requirements completed, approval by mid August
• Main themes of the into more than 50 CRs
– Applicability to TVs (w/ & w/o app) and non-TV devices incl. mobile & browser
– Over-the-top possible, also optimization/management
– Relying on DVB-DASH for delivery, likely LL-DASH once ready
– Key concept are Service Lists including Service information, which are semi-static and
provide some equivalence to DVB-SI
– User experience equivalent to DVB-S/T/C/IPTV
– Services can be 24x7x365 and can be part-time
– Services can be a mix of live events and VoD Assets, and personalized
– Hybrid services and devices are considered
– Trust, security and privacy aspects are considered
– Expected to have a receiver profile for a minimum-to-implement features for FTA
services
– And many more …
• Considered a starting point to replicate broadcast experience
• Technical work just started
University of Klagenfurt - TEWI-Kolloquium
73. DVB-I ref Client
Origin HTTP Server
Browser
ReferenceUI
DVB-I Service
Offering
DVB-I
Service
ref client
API API
Origin HTTP Server
DVB-DASH
Offering
Origin HTTP Server
DVB Content
Guide
DVB-DASH
ref player
API
Content Guide
ref Client
DASH
Validator
DVB-I
Service
Validator
DVB-I
Content
Guide
Validator
University of Klagenfurt - TEWI-Kolloquium
74. DVB-I &
DASH
Source File
Live contribution
encoding with time
codeburn
Looping
Camera ABR encoding + chunked
encapsulation + MPD
generation
CDN
DASH
client including
decoder
DASH
Presentations
Live and Low-
Latency Live
Simulator
Source File
ABR encoding +
encapsulation +
MPD generation
Akamai Dash.js +
browser
DASH-IF live sim
+ Amazon EC2
FFMPEG +
Amazon EC2
AWS Elemental
Live
AkamaiFFMPEG +
offline
Akamai
Akamai
DASH services
DVB-I
Service List
Simulator
Reference DVB-I
Client
dvbi-sim
+ Amazon EC2
dvbi.js +
dash.js +
browser
Dvb development
University of Klagenfurt - TEWI-Kolloquium
76. Standards are relevant for the TV Grade Media moving to new devices and experiences
No longer vertical services, but individual enablers
APIs, testing, reference implementations, modular designs
Global efforts -
SUMMARY
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