Immersive media: 360 video and 3D audio - Production: workflow, tools, guidelines

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Immersive media: 360 video and 3D audio - Production: workflow, tools, guidelines

Author : Jean-Noël GOUYET

Publication date: September 10, 2021, Review date: February 1, 2024 | Lire en français

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Overview

ABSTRACT

This article is the second of a series of three and concerns the production for immersive audio-visual systems. It firstly describes the workflow, i.e. the production and postproduction process for media including 360° video and 3D audio. It secondly details the tools associated with the capture (360° cameras, microphone arrays) or the processing of these immersive media. It then proposes guidelines and best practices for video and audio acquisition and creation. The last part specifies video and audio production formats.

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AUTHOR

  • Jean-Noël GOUYET : Training engineer and consultant in digital media techniques and management - Former researcher at INA's Research Department

 INTRODUCTION

This article presents the production side of immersive audiovisual systems. The term "immersive" is used in the case of digital media to describe a system's ability to absorb a user into an audiovisual scene. "Immersive media" can be related to natural and/or computer-generated content. In this article and the other two, [TE 5 690] and [TE 5 694] , the focus is on 360° video and 3D audio. Immersion in a scene is strongly enhanced by interactivity, which can range from a simple swipe of a finger on a tablet to discover a 360° video scene, to rotations of the head of a user equipped with a visiocache to navigate the scene, accompanied or not by displacement.

The Cinéorama, patented in 1897 by Raoul Brimoin-Sanson, with a circular screen swept by 10 synchronized cinematographic projectors arranged in a circle, was the first 360° image projection process... well before the professional, then consumer, development of 360° video and visiocasques at the end of the 20th, then the beginning of the 21st century. As for 3D audio, if we consider stereo as an ancestor, we can recall Clément Ader's retransmission of an opera over telephone lines in 1881, with the Théâtrophone... until the emergence of 3D audio effects in the 1990s, in PCs and game consoles. As for one of the earliest immersive and interactive systems, we might mention the Sensorama, patented in 1962 by Morton Heilig, which was a simulator of a motorcycle ride through New York, complete with screen, sound, wind and smell generators... right up to the more recent airplane piloting simulators or the immersive Birdly "bird flight" simulator (2016).

The development of immersive media has been boosted by the digital boom, particularly in digital video compression formats and Internet distribution networks, as well as by the spread of video games and portable devices (headsets, tablets and smartphones).

Applications for 360° immersive media include event broadcasting (whether or not in parallel with a television stream), linear or interactive cinematography, educational applications, interpersonal and group communication (e.g. videoconferencing, or with...

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KEYWORDS

production   |   360°-video   |   3D audio   |   immersive audiovisual

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Immersive media: 360 video and 3D audio - Production: workflow, tools, guidelines

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