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TECHNICAL HIGHLIGHTS


                                                              IVAS - TAKING 3GPP

                                                              VOICE AND AUDIO


                                                              SERVICES TO A NEW


                                                              IMMERSIVE LEVEL




          By Stefan Bruhn (Dolby Laboratories, Inc.), Markus Multrus (Fraunhofer IIS),
          Imre Varga (Qualcomm Incorporated, 3GPP SA4 Audio SWG Co-Chair)


          It is almost established practice that
          3GPP standardizes a new codec for 3GPP                                             Spatial audio capture
          voice service every decade. The driver                                                 and presentation
          for that is the never-ending demand for
          enhanced QoE - while maintaining highly
          competitive service efficiency. Each time,
          from Adaptive Multi Rate (AMR) over
          AMR-WB to Enhanced Voice Services
          (EVS), a quantum leap in service quality
          offered has been achieved. Current
          standardization work is taking place
          against the background of an upswing
          in immersive media services, such as the
          spatial or ‘surround’ audio experience
          which is already well established for
          streaming professionally
          generated content.
          At the same time, advanced visual
          rendering systems with large and curved
          TV screens, (head-tracked) VR gears and
          AR glasses are enabling the immersion of
          the user into the rendered Audio Visual
          (AV) scene.
          What is currently lacking is a codec
          enabling the sharing of immersive audio
          experiences from highly mobile and
          uncontrolled capture environments
          and the rendering of those experiences
          in other virtually unconstrained
          environments using headsets, earbuds
          or multi-speaker systems with custom
          loudspeaker configurations – in   give User Equipment (UE) manufacturers   complexity) while taking them to the next
          environments such as homes, cars or   and service providers the possibility to   – immersive – level.
          conference rooms.                 monitor or influence the standardization   For this, new features will be added:
          3GPP SA4 is now closing this gap with   process and to make sure that the   Immersive audio formats, such as
          the standardization of its codec for   time-to-market of IVAS-enabled new   channel-based audio (including
          Immersive Voice and Audio Services   immersive services and products    stereo and common multi-channel
          (IVAS).                           is minimized.                      configurations from 5.1 up to 7.1+4),
          IVAS will not only introduce immersion                               binaural audio, scene-based audio (i.e.
          into the traditional voice service, it will    Features and Use-Cases  Ambisonics up to 3rd order) and object-
          also address the demand for more                                     based audio. Also, IVAS will support
          general immersive multimedia services.   The IVAS codec will be built upon and be   Metadata-assisted spatial audio (MASA)
          Service applications include, but are   backwards compatible with the successful   – a novel, parametric spatial audio
          not limited to, conversational voice,   EVS codec. Thus, a single universal codec   format optimized for direct UE pick-up
          multi-stream teleconferencing, VR   will be provided incorporating the quality   without loss, instead of converting to
          conversational and user generated live   and performance attributes of EVS (such   one of the other immersive formats. In
          and non-live content streaming, AR/MR.   as excellent audio quality, low delay,   order to enable playout on a multitude
                                                                               of devices, a rendering solution and an
          This article is written to draw attention to   appropriate range of bit rates, high-quality   interface to an external rendering will be
          this important standardization work, to   error resiliency, practical implementation   made available, including head-tracked
                                                                               rendering.
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