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Media and sports

​​​​​​​​​​Title​

Delivering object-based immersive media experiences in sports

Abstract

Immersive media technology in sports enables fans to experience interactive, personalized content. A fan can experience the action in six degrees of freedom (6DoF), through the eyes of a player or from any desired perspective. Intel Sports makes deploying these immersive media experiences a reality by transforming the captured content from the cameras installed in the stadium into preferred volumetric formats used for compressing and streaming the video feed, as well as for decoding and rendering desired viewports to fans’ many devices. Object-based immersive coding enables innovative use cases where the streaming bandwidth can be better allocated to the objects of interest. The Moving Picture Experts Group (MPEG) is developing immersive codecs for streaming immersive video and point clouds. In this paper, we explain how to implement object-based coding in MPEG metadata for immersive video (MIV) and video-based point-cloud coding (V-PCC) along with the enabled experiences.​

Keywords

Immersive media, MPEG-I, point-cloud, six degrees of freedom (6DoF), volumetric video

Author​s​​

​​​Fai Yeung
Intel Corporation, USA
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Dr. Fai Yeung is responsible for the architectural design of managed cloud services for virtual reality sports broadcasting in Intel Sports. His technical interests include immersive media, computer vision, and artificial intelligence. He holds a B.S. and PHD in Electrical Engineering from University of Rochester, and MBA from UC Berkeley. Angus owns 30+ pending and granted patents.



​​​Basel Salahieh
Intel Corporation, USA 

Basel Salahieh is immersive media algorith​i​ms and standards architect at Intel Corporation joined in 2015, holding a Ph.D. degree in electrical and computer engineering and M.Sc. in optical science from University of Arizona-USA, M.Sc. in electrical engineering from University of Oklahoma-USA, and B.Sc. in communication engineering from Aleppo University-Syria. His research interests are related to light fields, 6DoF, point clouds, VR/AR & immersive video systems (including capturing, coding and transmitting, and rendering). Basel is an active participant in the development of the MPEG Immersive Video standard. He has more than 20 published papers, 15 patents and patent applications, and is a senior member of OSA, and member of IEEE, SPIE, and SySSR.


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​​​Kimberly Loza
Intel Corporation, USA 
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Kimberly Loza is a Software Engineer who works on creating immersive media experiences for the Immersive Media Processing & Experiences Team in Intel Sports. She is an active community board member for Latino Tech groups that work to encourage and support underrepresented minorities in pursuing opportunities in tech. Her technical interests include immersive media, artificial intelligence, and contributing to open source initiatives. She holds a B.S. in Computer Engineering from San Francisco State University and has 5+ pending patents on methods for implementing point-cloud content. 

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​​​​​​Sankar Jayaram​
Intel Corporation, USA

Dr. S. (Jay) Jayaram has driven the digitization and personalization of sports for fans through immersive technologies. Through his influential work in virtual reality over the past 25 years, he has brought VR to a wide spectrum of domains - from live events in sports and concerts to VR for engineering applications and training. He has brought to market highly innovative solutions and products combining virtual reality, immersive environments, powerful user controllable media experiences, and social networks. The work done by his team in Virtual Assembly and Virtual Prototyping in the 90s continues to be widely referenced by groups around the world. Dr. Jay has co-founded several companies including VOKE (acquired by Intel in 2016), Integrated Engineering Solutions, and Translation Technologies. He was also a Professor at Washington State University and co-founded the WSU Virtual Reality Laboratory in 1994. Most recently he was Chief Technology Officer and Chief Product Officer at Intel Sports. He is currently the CEO of a startup, QuintAR, Inc.



 ​​​Jill Boyce​ 
Intel Corporation, USA​​
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Jill M. Boyce is an Intel Fellow and Chief Media Architect at Intel, responsible for defining media architectures for Intel’s video hardware designs. She represents Intel at the Joint Collaborative Team on Video Coding (JCT-VC) and Joint Video Exploration Team (JVET) of ITU-T SG16 and ISO/IEC MPEG, and in the Alliance for Open Media. She serves as Associate Rapporteur of ITU-T VCEG (Study Group 16 Question 6), is an editor of the MPEG-I Immersive Video draft standard, and was an editor of the Scalability High Efficiency Video Coding extension (SHVC). She was named an IEEE Fellow in 2019 “for contributions to video coding.”​