Holographic Video Calling
summary
A practical holographic call pipeline captures RGB+depth, generates point clouds, compresses them and streams over real networks; experiments show VPCC 200× compression but still about 14 Mbps for 700k vertices, depth is far more sensitive to quantization than RGB (H.264 at CRF2 produces visible holes and floating artifacts), and the reference encoder needs 30 s/frame encoding on an i7. Adaptive bitrate must split budget across RGB/depth/views, WebRTC's Google congestion control underutilizes available bandwidth, and stronger FEC/ concealment plus new depth codecs and quality metrics are required.
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chapters (10)
- 0:00Holographic video calling intro
- 0:49Ideal vs practical setup
- 2:13Functional components
- 3:58Data compression challenges
- 6:51Point cloud compression
- 8:17VPCC performance
- 10:26Adaptive bitrate for 3D
- 12:14Transport and latency
- 14:42Reducing latency & bandwidth
- 16:25Summary & future research
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