Google Takes a Step Closer to Making Volumetric VR Video Streaming a Thing

Google unveiled a method of capturing and streaming volumetric video, something Google researchers say can be compressed down to a lightweight format capable of even being rendered on standalone VR/AR headsets.

Both monoscopic and stereocopic 360 video are flawed insofar they don’t allow the VR user to move their head completely within a 3D area; you can rotationally look up, down, left, right, and side to side (3DOF), but you can’t positionally lean back or forward, stand up or sit down, or move your head’s position to look around something (6DOF). Even seated, you’d be surprised at how often you move in your chair, or make micro-adjustments with your neck, something that when coupled with a standard 360 video makes you feel like you’re ‘pulling’ the world along with your head. Not exactly ideal.

Volumetric video is instead about capturing how light exists in the physical world, and displaying it so VR users can move their heads around naturally. That means you’ll be able to look around something in a video because that extra light (and geometry) data has been captured from multiple viewpoints. While Google didn’t invent the idea—we’ve seen something similar from NextVR before it was acquired by Apple—it’s certainly making strides to reduce overall cost and finally make volumetric video a thing.

In a paper published ahead of SIGGRAPH 2020, Google researchers accomplish this by creating a custom array of 46 time-synchronized action cams stuck onto a 92cm diameter dome. This provides the user with an 80-cm area of positional movement, and also bringing 10 pixels per degree angular resolution, a 220+ degrees FOV, and 30fps video capture. Check out the results below.

 

The researchers say the system can reconstruct objects as close as 20cm to the camera rig, which is thanks to a recently introduced interpolation algorithm in Google’s deep learning system DeepView.

This is done by replacing its underlying multi-plane image (MPI) scene representation with a collection of spherical shells which are better suited for representing panoramic light field content, researchers say.

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“We further process this data to reduce the large number of shell layers to a small, fixed number of RGBA+depth layers without significant loss in visual quality. The resulting RGB, alpha, and depth channels in these layers are then compressed using conventional texture atlasing and video compression techniques. The final, compressed representation is lightweight and can be rendered on mobile VR/AR platforms or in a web browser,” Google researchers conclude.

In practice, what Google is introducing here is a more cost-effective solution that may eventually spark the company to create its own volumetric immersive video team, much like it did with its 2015-era Google Jump 360 rig project before it was shuttered last year. That’s of course provided Google further supports the project by say, adding in support for volumetric video to YouTube and releasing an open source plan for the camera array itself. Whatever the case, volumetric video, or what Google refers to in the paper as Light Field video, is starting to look like a viable step forward for storytellers looking to drive the next chapter of immersive video.

If you’re looking for more examples of Google’s volumetric video, you can check them out here.

The post Google Takes a Step Closer to Making Volumetric VR Video Streaming a Thing appeared first on Road to VR.

Google Figured Out How To Stream 6DoF Video Over The Internet

Researchers from Google developed the first end-to-end 6DoF video system which can even stream over (high bandwidth) internet connections.

Current 360 videos can take you to exotic places and events, and you can look around, but you can’t actually move your head forward or backward positionally. This makes the entire world feel locked to your head, which really isn’t the same as being somewhere at all.

Google’s new system encapsulates the entire video stack; capture, reconstruction compression, and rendering- delivering a milestone result.

The camera rig features 46 synchronized 4K cameras running at 30 frames per second. Each camera is attached to a “low cost” acrylic dome. Since the acrylic is semi-transparent, it can even be used as a viewfinder.

Each camera used has a retail price of $160, which would total to just north of $7,000 for the rig. That may sound high, but it’s actually considerably lower cost than bespoke alternatives. 6DoF video is a new technology just starting to become viable.

The result is a 220 degree “lightfield” with a width of 70cm- that’s how much you can move your head. The resulting resolution is 10 pixels per degree, meaning it will probably look somewhat blurry on any modern headset with the exception of the original HTC Vive. As with all technology, that will improve over time.

But what’s really impressive is the compression and rendering. A light field video can be streamed over a reliable 300 Mbit/sec internet connection. That’s still well beyond average internet speeds, but most major cities now offer this kind of bandwidth.

How Does It Work?

In 2019 Google’s AI researchers developed a machine learning algorithm called DeepView. With an input of 4 images of the same scene, from slightly different perspectives, DeepView can generate a depth map and even generate new images from arbitrary perspectives.

This new 6DoF video system uses a modified version of DeepView. Instead of representing the scene through 2D planes, the algorithm instead uses a collection of spherical shells. A new algorithm reprocesses this output down to a much smaller number of shells.

Finally, these spherical layers are transformed into a much lighter “layered mesh”, which sample from a texture atlas to further save on resources (this is a technique used in game engines, where textures for different models are stored in the same file, tightly packed together.)

You can read the research paper and try out some samples in your browser on Google’s public page for the project.

Light field video is still an emerging technology in the early stages, so don’t expect YouTube to start supporting light field videos in the near future. But it does looks clear that one of the holy grails of VR content, streamable 6DoF video, is now a solvable problem.

We’ll be keeping a close eye on this technology as it starts to transition from research to real world products.

The post Google Figured Out How To Stream 6DoF Video Over The Internet appeared first on UploadVR.

Exclusive: Lytro Reveals Immerge 2.0 Light-field Camera with Improved Quality, Faster Captures

Lytro’s Immerge light-field camera is meant for professional high-end VR productions. It may be a beast of a rig, but it’s capable of capturing some of the best looking volumetric video that I’ve had my eyes on yet. The company has revealed a major update to the camera, the Immerge 2.0, which, through a few smart tweaks, makes for much more efficient production and higher quality output.

Light-field specialist Lytro, which picked up a $60 million Series D investment earlier this year, is making impressive strides in its light-field capture and playback technology. The company is approaching light-field from both live-action and synthetic ends; last month Lytro announced Volume Tracer, a software which generates light-fields from pre-rendered CG content, enabling ultra-high fidelity VR imagery that retains immersive 6DOF viewing.

Immerge 2.0

Immerge 2.0 | Image courtesy Lytro

On the live-action end, the company has been building a high-end light-field camera which they call Immerge. Designed for high-end productions, the camera is actually a huge array of individual lenses which all work in unison to capture light-fields of the real world.

At a recent visit to the company’s Silicon Valley office, Lytro exclusively revealed to Road to VR latest iteration of the camera, which they’re calling Immerge 2.0. The form-factor is largely the same as before—an array of lenses all working together to capture the scene from many simultaneous viewpoints—but you’ll note an important difference if you look closely: the Immerge 2.0 has alternating rows of cameras pointed off-axis in opposite directions.

With the change to the camera angles, and tweaks to the underlying software, the lenses on Immerge 2.0 effectively act as one giant camera that has a wider field of view than any of the individual lenses, now 120 degrees (compared to 90 degrees on the Immerge 1.0).

Image courtesy Lytro

In practice, this can make a big difference to the camera’s bottom line: a wider field of view allows the camera to capture more of the scene at once, which means it requires fewer rotations of the camera to capture a complete 360 degree shot (now with as few as three spins, instead of five), and provides larger areas for actors to perform. A new automatic calibration process further speeds things up. All of this means increased production efficiency, faster iteration time, and more creative flexibility—all the right notes to hit if the goal is to make one day make live action light-field capture easy enough to achieve widespread traction in professional VR content production.

Ever Increasing Quality

Lytro has also been refining their software stack which allows them to pull increasingly higher quality imagery derived from the light-field data. I saw a remastered version of the Hallelujah experience which I had seen earlier this year, this time outputting 5K per-eye (up from 3.5K) and employing a new anti-aliasing-like technique. Looking at the old and new version side-by-side revealed a much cleaner outline around the main character, sharper textures, and distant details with greater stereoscopy (especially in thin objects like ropes and bars) that were previously muddled.

What’s more, Lytro says they’re ready to bump the quality up to 10K per-eye, but are waiting for headsets that can take advantage of such pixel density. One interesting aspect of all of this is that many of the quality-enhancing changes that Lytro has made to their software can be applied to light-field data captured prior to the changes, which suggests a certain amount of future-proofing available to the company’s light-field captures.

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Lytro appears to be making steady progress on both live action and synthetic light-field capture & playback technologies, but one thing that’s continuously irked those following their story is that none of their light-field content has been available to the public—at least not in a proper volumetric video format. On that front, the company promises that’s soon to be remedied, and has teased that a new piece of content is in the works and slated for a public Q1 release across all classes of immersive headsets. With a bit of luck, it shouldn’t be too much longer until you can check out what the Immerge 2.0 camera can do through your own VR headset.

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