VR/360 Support in Video.JS

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VR/360 Support in Video.JS James Broberg Founder & CEO www.metacdn.com streamshark.io

Transcript of VR/360 Support in Video.JS

VR/360 Support in Video.JS

James Broberg Founder & CEO

www.metacdn.com streamshark.io

Emerging trends: VR/360

Emerging trends: 360/VR• 360/VR capture devices becoming mainstream

• Consumer/UGC: Giroptic (Live), Ricoh Theta (VoD), Sphericam/Bubl (VoD)

• Professional: 6 x GoPros + PC Rig, Nokia Ozo, Google Jump

Consumption devices• Oculus DK1 -> DK2 -> CV1

• HTC Vive (full room VR, “lighthouse” tracking)

• Samsung Gear VR (Note 4/S6/Note 5)

• “Ghetto VR” - Google Cardboard

• Mostly developer/“innovator” focused so far

• Consumer versions of all in Q4 15, Q1 16

“Responsive VR” - Headset optional

• No need to wait for HMDs to become mainstream

• Start delivering great 360/VR content now!

• Scale well for all form factors & inputs

• Billions of phones/tablets out there with sensors/gyroscopes

• Other interesting input options - webcams, hand trackers (Minority Report style)

MetaCDN/videojs-vr fork• fork of slawrence/videojs-vr (unmaintained)

• Leverage new best practice drop-ins for “Responsive VR”:

• borismus/webvr-polyfill

• borismus/webvr-boilerplate

• VRControl/VREffect from mrdoob/three.js

• Play back on desktop & mobile (Android/iOS)

• WebVR capable browsers can now ‘cast’ to Rift

videojs-vr DEMO

MetaCDN focus with VR/360• Our partners handle capture/production

• We do ingest, transcode/transmux, delivery

• We provide branded 360/VR players/apps that are embeddable across multiple channels (web/mobile/FB/twitter/etc)

• Delivery over web with WebVR / WebGL

• Working with efficient new formats - VP9/H265 to handle ballooning bitrate/frame size

• Still very much WIP: tech/browser still maturing