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White Paper: 360-Degree Video Rendering

Ben Walshe
Ben Walshe
November 28, 2017
1 minute read time.

Presenting one of the latest Arm white papers on 360-degree video rendering by Daniele Di Donato (Staff Software Engineer), Hans-Kristian Arntzen (Senior Engineer), Panagiotis Christopoulos Charitos (Senior Engineer), and Alberto Duenas (Senior Pricipal Video Architect).

Abstract 

The introduction of virtual reality has brought new applications to the surface as well as derivatives of existing technologies. One improvement over existing technologies can be seen in the case of 360-degree video. The increased immersion of virtual reality can easily be applied to video - providing superior user experience over the traditional video that is projected into flat surfaces.

For any emerging technology, the first step of evolution is to adapt existing techniques and knowledge to the new paradigm. For 360-degree video, the evolution begins from adapting existing planar video technology and projecting it to virtual three- dimensional environments. Video is an integral part of everyday life and countless man hours were spent to optimize it. Basing 360-degree video on existing technology is the first step of evolution.

Improving the experience and efficiency of 360-degree video requires solutions specifically tailored to this use case. Organizations like MPEG are working on creating new standards specifically designed for 360-degree video. This includes; view dependent video encoding and delivery, improvements on compression and encapsulation, new extensions, optimal projection methods and other technologies that are needed for the efficient processing and delivery of 360-degree video.

This whitepaper describes how existing Arm technology can be used to implement 360-degree video efficiently, and how the different hardware and software components interact with each other in order to produce high quality final results.

Download the White Paper

Anonymous
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