![]() ![]() Figure 1 shows an equirectangular mapped 2K image where the yaw angle (−180 to 180 degrees) and pitch angle (−90 to +90 degrees) are mapped to the x-axis (0 to 1920 pixels) and y-axis (0 to 1080 pixels), respectively. ![]() The latest HMDs, on the other hand, is the most demanding, fully immersive VR systems that offer a compelling experience of realism. The web-based 360-degree video rendering on the high-resolution desktop monitors provide no or very little sense of immersion. Within this framework, 360-degree videos need more optimization regarding camera settings, encryption, delivery, and rendering of immersive media content. In this context, WebVR is a JavaScript API that uses the WebGL API to facilitate the web-based support to obtain a more relaxed VR experience. 360-degree videos can also be experienced within the HTML5 environment. 360-degree video lets the user control viewport via head movements within a spherical video coverage of 360 × 180 degree. These HMDs equipped with multiple sensors are much more commonly used than conventional display devices to view 360-degree videos. Finally, some significant research challenges and implications in the immersive multimedia environment are presented and explained in detail.ĭifferent 360-degree contents, including Natural Image (NI) and Computer Generated (CG) videos, are well suited to be visualized using the new Head-Mounted Displays (HMDs), like Oculus Rift, HTC Vive, Samsung Gear VR, Google Cardboard, among others. Furthermore, several 360-degree audio technologies and a wide range of immersive applications are consequently deliberated. Next, the latest ongoing standardization efforts for enhanced degree-of-freedom immersive experience are presented. It overviews different projections, compression, and streaming techniques that either incorporate the visual features or spherical characteristics of 360-degree video. This paper surveys 360-degree video streaming by focusing on different paradigms from capturing to display. Delivering the whole 360-degree frames in ultra-high-resolution to the end-user significantly adds pressure to the service providers’ overall intention. The visible area (known as user’s viewport) of the video is displayed through Head-Mounted Display (HMD) with a very high frame rate and high resolution. Video consumers are more interested in the immersive experience instead of conventional broadband televisions. 360-degree video streaming is expected to grow as the next disruptive innovation due to the ultra-high network bandwidth (60–100 Mbps for 6k streaming), ultra-high storage capacity, and ultra-high computation requirements. ![]()
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