Developing VR Media Technology
summary
Prototype GoPro jump rig outputs 5,700×2,800 stereo at 60 fps (~2 billion pixels/sec) and exposes a real problem: current codecs hit H.264 level limits so teams encode “illegal” streams or use VP9/HEVC that break post tools. Projection is concrete: choose equirectangular, cubemap, or mesh and store it in an MP4 box (sv3d with a mshp for geometry). Stereo modes use st3d (0 mono 1 top‑bottom 2 left‑right). Spatial audio uses ambisonics with orders 0→1ch 1→4ch 2→9ch 3→16ch and an si3d box.
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chapters (11)
- 0:00Start
- 1:55Set of audio and video technologies that enable immersive virtual reality experiences
- 2:19High resolution and frame rate 360 3D video with high-order ambisonic audio
- 5:41Standards? Sorta.
- 9:28Sphere To Plane Projection
- 10:42Equirectangular = Good For Humans
- 11:38Cube Map = Good For Computers
- 13:11Mesh = Good For Whatever You Want
- 18:40Spherical Harmonics
- 19:22Resolution and fidelity increases as the number of ambisonic audio channels increases
- 20:31Standards? Nope.
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