Skip to main content
Applications

Immersive Media Experiences

Overview​

An Application, on this site, is a real working scenario assembled from one or more Reference Tools, pointed at a concrete use case, rather than a single tool's own tutorial in isolation. This category covers media that goes beyond a flat single-camera picture: sharing 3D/AR assets as message attachments, volumetric video (a scene captured in three dimensions so a viewer can change viewpoint) streamed to a handheld device, and authoring XR content for playback in the XR player. It brings together 5G-MAG's XR and V3C (Visual Volumetric Video-based Coding) reference tools; this page previously covered volumetric video alone, and now covers the wider set of immersive scenarios built on both.

Immersive 3D Media Messaging​

Sharing 3D and AR assets the way you would share a photo: as an attachment to an MMS message or a third-party messaging app, packaged so a 3GPP messaging service can carry it, then opened and rendered in the XR player. Working examples include sharing a plain 3D model and sharing an AR-anchored model, for example a piece of furniture a viewer can place on their own floor before deciding whether it fits. A couple of further extensions, adding images inside a shared 3D asset and manipulating a placed AR model under anchoring constraints, are flagged in the tutorial as not yet implemented.

Built from: XR/3D Scenes with MPEG-I Scene Description.

Follow the use-case walkthrough to try the working scenarios with the provided sample assets.

Volumetric Video Streaming to Android​

A Unity-based V3C player running on an Android phone, decoding V3C-coded volumetric content and streaming it over DASH (Dynamic Adaptive Streaming over HTTP) from a server you run on your own machine: volumetric video played back on a handheld device rather than only in a fixed lab setup.

Built from: MPEG V3C Immersive Platform.

Follow the step-by-step guide to build the Android player, set up the DASH server, and stream sample V3C content to your device.

XR Content Authoring with Blender​

Authoring an XR scene from the content-creation side rather than the playback side: adding MPEG glTF extensions (anchoring, spatial audio, video textures) to a scene in Blender using a dedicated exporter add-on, then exporting it as glTF and loading it straight into the XR Unity Player to check how it looks.

Built from: XR/3D Scenes with MPEG-I Scene Description.

Follow the video walkthrough for the exporter workflow; written per-extension authoring instructions are also linked from the XR tutorials index.