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Light Field Rendering and Streaming for VR and AR [video]

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Re: Light Field Rendering and Streaming for VR and AR [video]

#5
post #3

Is this just cool tech wrapped in a proprietary format requiring hefty licensing fees?

I would hope not, at ~2:45 the presenter mentions working towards open formats, such as their orbx format which is open source.

Open source doesn't mean royalty free (though I have no idea if this format would be royalty-bearing).

There are open source implementations of various MPEG and JPEG codecs, but they still carry a licensing fee to use them. Most people who don't use Linux don't realize this (installing Linux and trying to deal with av codecs is a quick education in the difference).

Re: Light Field Rendering and Streaming for VR and AR [video]

#6
OTOY is absolutely at the forefront of digital imagery. They're like MPEG in a Kodak world, that's how different their approach is.

How?

1) Light fields are 4 dimensional images, light field video is a 5 dimensional stream. This is a basic requirement for hand- or head-tracked images, like in headsets or AR devices.

2) We're just getting to the point where real time ray tracing is truly economical, and OTOY is all-in on it. Up til now rendering has been a "bag of tricks" approach, where you try to paint sophisticated paintings on polygons. Many of these tricks fall apart when you try to do the predictive modeling required for 6DOF streaming. You see the reflections painted onto the countertop. Ray tracing actually simulates light.

3) They've fully embraced the cloud. They're offering everything they do as cloud services, which means it can work on every device, for a minimal cost, with no need for customers or users to be on the latest hardware.

4) Open formats. They're not trying to build a portal the way Oculus or Valve is, they're inventing the content pipeline and getting it integrated everywhere they can. I am skeptical any the closed content stores will win, we saw how big the web became, I think a better bet is that the metaverse will be more like the web than the App Store, and that's the bet OTOY is making.

Orbach has been working relentlessly on this vision behind the scenes. Not a lot has been coming out of the company, but I've been watching him lay the groundwork for the whole next generation of content distribution for 5 years now, and he's killing it. Release after release of core building blocks.

Re: Light Field Rendering and Streaming for VR and AR [video]

#7
post #3

Is this just cool tech wrapped in a proprietary format requiring hefty licensing fees?

I would hope not, at ~2:45 the presenter mentions working towards open formats, such as their orbx format which is open source.

The minute they mention MPEG, I already know whats going to happen - Licensing. Spoken by a dev that didn't incorporate video, due to licensing, not technical reasons. The open bit is just the draw.

Re: Light Field Rendering and Streaming for VR and AR [video]

#8
post #3

Is this just cool tech wrapped in a proprietary format requiring hefty licensing fees?

I would hope not, at ~2:45 the presenter mentions working towards open formats, such as their orbx format which is open source.

Is the orbx format specification public? I can't seem to find it.

Re: Light Field Rendering and Streaming for VR and AR [video]

#9
OTOY is contributing the ORBX container and render graph system to MPEG I part 2 at MPEG 120 as a'tier 1'license (equivalent to MIT license). Paid licenses and patents IMO should not be in the baseline minimal schema/scene graph system, or we will never get to a truly open metaverse. I made as strong a case as I could that plenty of value and IP can still be implemented as services or modules on top of such open framework whenever this issue came up at MPEG 119 last month.

Here is one of the two ORBX docs from MPEG 119, the other (which has the full container schema) I'll post shortly.

https://home.otoy.com/wp-content/uploads/2017/08/m41018-An-i...

Re: Light Field Rendering and Streaming for VR and AR [video]

#10
post #7

Earlier quoted context omitted.

I would hope not, at ~2:45 the presenter mentions working towards open formats, such as their orbx format which is open source.

The minute they mention MPEG, I already know whats going to happen - Licensing. Spoken by a dev that didn't incorporate video, due to licensing, not technical reasons. The open bit is just the draw.

See my post above. ORBX schema and formats submitted to mpeg must be usable by anyone and everywhere with only an MIT license (same as lua which we use script nodes in the graph). I was told this is fine, but that they need it as a tier 1 MPEG license (their equivalent as I understand it).
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