[FS_3DGS_MED] High level media data workflows for Client-Server configuration
This CR introduces high level media data workflows for Client-Server configuration in the context of 3D Gaussian Splatting (3DGS) service delivery. This complements the existing all-in-client configuration by defining workflows where functionality is split between the UE client and the network server.
The CR identifies the following workflow steps that execute in the Client-Server configuration:
Server-Side Operations:
- 3DGS Content Generation: Generation of 3DGS content from 2D captures of scenes (references clause 5.2)
- Dynamic Content Generation: Creation of dynamic 3DGS content and region-based parts of 3DGS scenes based on the 3DGS model for adaptive delivery
- Adaptive Selection: Selection of 3D tiles and their Level of Detail (LOD) based on:
- User movement
- UE device capabilities
- Packaging and Distribution: 3DGS assets packaged in the network and delivered via:
- MMS
- OTT messaging
- Download services
Client-Side Operations:
- Content Reception: UE receives one or more of:
- 3DGS assets (clause 5.2)
- 3D tiled LODs (clause 5.3)
- Dynamic 3DGS scene content via file delivery, partial-delivery, or on-demand streaming (clause 5.4)
- Storage: Content stored in local memory or GPU memory
- Rendering: UE renders:
- 3DGS assets by selecting Gaussians based on LODs dependent on:
- User preferences
- UE device capabilities and characteristics (camera pose, display resolution, etc.)
- 3D tiled LODs fetched using adaptive delivery (clause 5.3)
- 3D Avatars using time-aligned animation streams (clause 5.5)
The CR defines key characteristics of the client-server configuration:
Latency/Performance:
- Dependent on network and application latency
- Influenced by:
- Capabilities of the network server generating 3DGS content
- UE device rendering capabilities
Scalability:
- Enhanced scalability compared to all-in-client configuration
- Leverages theoretically infinite network resources
- Enables more use cases
Network Usage:
- Content generation
- Rendering (full or partial)
- Distribution
Network Interaction During Playback:
- Selection of 3D tiles and LODs
- Sending user pose information
- Temporal updates
- Optional partial or full rendering support
This CR builds upon:
- Clause 5 use cases (referenced throughout)
- Clause 9.1 All-in-client configuration (complementary approach)
- Various delivery mechanisms already defined in the study (MMS, OTT messaging, file delivery, streaming)