Project Results
Real-time Volumetric capture setup
Supporting the capture and reconstruction of users as point cloud and TVM including the alignment and further enhancement of the capture in a delay sensitive matter. The goal is to capture a full 3D user representation with a quality that is suitable for “natural” interactions between users.
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Low latency transmission
One of the most crucial technical parameters (i.e. QoS, Quality of Service) for communication is latency or delay. The overall delay of a system is also called glass-to-glass or capture to render delay. In order to allow communication in a natural way the delay has to be as low as possible in all stages of the system (Capture, Encoding, Transmission & Rendering).
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Novel Point-cloud encoding
New immersive video needs new formats and encodings in VRT we address this with a new form Geometry-based Point Cloud Compression (G-PCC). Our compression allows us to cluster, compress and transmit point cloud data with considerable bandwidth savings and under strict real-time (communication) constraints.
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Media Orchestration
In order to build connections for video and audio transmission between different end devices we implemented an Media Orchestration. This is the Medio Orchestration handles all session initialisation and metadata to connection clients and to facilitate a consistent and synchronized VR experience between them.
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Experience @ Home
Full lightweight pipeline that allows a simplified setup to support home usage and low powered devices (including non-tethered VR HMDs) from capture to rendering. This pipeline is based on off-the-shelf hardware (e.g. supporting any OpenXR display HMD device) and established web technology to keep a low entry burden for users.
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Live shared VR experience
Sharing is caring and immersive content in VR can not only be pre-rendered but also be live. This is, in VRTogether we developed a new way to capture, (re-)format and broadcast immersive content in real time.
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Interactive shared VR experience
VRTogehter is not only about communication but also about interacting with objects within and with the virtual space. This requires proper alignment of users and objects, as well as new protocols to (re-)position and synchronize any interactions in real-time.