Holographic video calling
summary
Claims that realistic 3D calls need lots more than a 2D stream — experiments using Kinect textures show H264 depth artifacts with floating points and black holes, depth compresses far worse than RGB, and posture reconstruction sometimes fails (segmentation bleed). Point cloud coding (PCC) exists but is not silicon-backed and standards and encoders are immature. Real-time stacks like WebRTC use GCC and retransmits, leaving capacity unused so holograms cost 2–3× bitrate and suffer higher latency and buffering.
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chapters (9)
- 0:00Introduction
- 1:21Ideal setup
- 1:50Practical setup
- 2:40Highlevel components
- 3:35Data streams
- 4:24H264
- 6:47ABR
- 8:00Quality metrics
- 10:14Bandwidth
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