ITMF 3D Streaming Demo Webinar

Wednesday, May 4, 2022 10:00-11:00am PDT

In October 2021, IDEA presented its first demonstration of 3D streaming using the Immersive Technologies Media Format, ITMF. In that demo we revealed the possibilities of taking an ITMF file, extracting the scene description and assets, then streaming to a client from a network-based server. That demo can be viewed here https://www.immersivealliance.org/videos.

The October demo showcased an early prototype of the 3D streaming platform, focusing on a small number of 3D objects streamed to a single client with attached display. Since then, engineers from IDEA members Charter Communications, OTOY, and CableLabs have worked together to improve the architecture and the pipeline for streaming 3D, and now have prepared a demonstration that takes 3D streaming to a new level.

The new demo, which takes place May 4th, 2022, will involve the streaming of hundreds of 3D objects in a complete 3D scene, creating a seamless 3D experience for the viewer. Now, the viewer will be able to watch and interact with longer form 3D content on multiple immersive displays.

For this demo, we will employ both Unreal and Unity game engines as clients. Over 90% of developers and content providers creating content for immersive displays are using these game engines to create content, so this is a major step towards bringing 3D streaming to a wider audience. The use of Unreal and Unity runtimes paves the way for targeting current and future light field based holographic displays such as the recently announced SolidLight display from IDEA founding member Light Field Lab.

ITMF scenes, in this case designed using OTOY’s OctaneRender, are decoded using IDEA’s open source library, libitmf, and delivered over the network during the demo.

This method is unique in that our pipeline will demonstrate the possibility of authoring in popular 3D applications like Blender, OctaneRender, Cinema 4D, Autodesk 3D Max, and Maya, and then being able to translate the content to target Unreal or Unity runtime clients streamed across a network.

To enable this functionality, our client detects the GPU and CPU of the device and provides this information to the “network orchestrator,” which is our tool for sending the correct asset stream based on the hardware capabilities of the device.

This demonstration will show that there is a real pipeline for developers and content providers to stream 3D content to immersive displays using the ITMF format. As GPU’s continue to increase in capability across the industry on mobile and desktop devices, the ability to stream 3D content is now a reality.

In many cases, streaming 3D has multiple benefits over more traditional pixel based streaming methods, including allowing the 3D artist or developer to have more granular control of content based on device type and GPU rendering ability. For example, instead of using real-world cameras to capture and transmit information, we can use virtual cameras, which can provide either dynamic camera positions or hundreds of virtual camera positions.

The repurposing of 3D objects in multiple scenes is another example. The ability to leverage the power of GPUs to manipulate 3D content locally provides many benefits for both the user and the developer. In addition, this method also lowers input latency and bitrate, and allows reuse of assets, as well as several other advantages which will be demonstrated on May 4th.

Imagine being able to create content in a popular 3D application, export the project, and then be able to target multiple devices for lossless streaming across a network with each device receiving the optimal content for the GPU of each device.

To see the future of 3D interoperability, and streaming 3D from existing CDNs and future network delivery technologies via Edge, 5G and 10G, we invite you to attend the demonstration from IDEA on May 4th.

Meet Our Speakers

Pete Lude, Mission Rock Digital

Chris Turner​, Charter Communications

Kyle Merck, Founder and CEO Second Story Data

​Abhinav Kshitij, Charter Communications

Austin Pahl, CableLabs

Dell Wolfensparger, Charter Communications

Pete Lude

Pete Lude

Chairman of IDEA
Pete Ludé is a prominent engineering leader in advanced imaging and sound.  He currently serves at CTO of Mission Rock Digital, a San Francisco-based engineering firm specializing in next-generation media.  Current work includes display technology for next-generation cinema, immersive sound, and interchange pipelines for VR, AR and plenoptic (light field) imaging systems.
Dell Wolfensaprger

Dell Wolfensaprger

XR Architect, Emerging Platforms and Technologies Charter Communications
Dell is an XR Architect for Charter Communications: Emerging Technologies.  He has played a lead role in VR, AR, and mobile application development for major brands: Disney, Microsoft, Thomas The Train, Penn State University and many more. His first foray into Virtual Reality was a 3D based virtual museum of Science Fiction, Fantasy and Horror for Forest Ackerman at Marlin Software where he was the technical and creative director. Since then he has been deeply involved in XR based enterprise and consumer products using Microsoft Hololens, AR devices, ​VR HMD’s and Holographic displays from Looking Glass Factory.
Austin Pahl

Austin Pahl

Associate Software Engineer, Technology Policy CableLabs®
Austin Pahl is an Associate Software Engineer in Tech Policy at CableLabs and a contributing engineer at the Immersive Digital Experiences Alliance, where he contributes to immersive content production and specification development. He has a B.S. in Computer Science from the University of South Carolina and is finishing his M.S. in Computer Science at the University of Colorado Boulder. He co-leads the development of libitmf with Thomas Alder.
Abhinav Kshitij

Abhinav Kshitij

Sr. Engineer, Emerging Technologies, Charter Communications
Abhinav Kshitij is a Senior Engineer in the Emerging Technologies group at Charter Communications.  His research focuses on low latency network streaming solutions and compute-intensive network solutions for cloud gaming, cloud virtual reality, cloud augmented reality, machine learning and rendering workload management strategies with a focus on integration into service commercialization. He holds a Doctorate in Aerospace Engineering from Arizona State University, where his thesis focused on implementing fast, accurate machine learning methods for modeling fundamental turbulence physics and its computation on distributed platforms.
Kyle Merck

Kyle Merck

Founder and CEO, Second Story Data
Kyle Merck is the Founder and CEO of Second Story Data, a technology company specializing in creating custom database solutions for small to mid size companies. They have created software solutions for industries as such as Commercial Printing and Packaging, Apparel, Legal Services and the Entertainment Industry. Previous to that, Kyle spent 30 years as a Graphic Artist and a Packaging Structural Designer. He is also an an author, husband and parent.