The Complete Path to Video Delivery in 4K and Beyond
Transcription
The Complete Path to Video Delivery in 4K and Beyond
WHITE PAPER The Complete Path to Video Delivery in 4K and Beyond TABLE OF CONTENTS Introduction1 Basics of Video Quality 1 Visual Reproduction Examined2 Linear vs. Non-Linear and Limitations 3 What is “4K”?3 Audio Reproduction3 Compression and Distribution4 Content Sources4 Content Types4 Case Study – NBA Live Game 4K/50p 5 Synchronizing Capture, Production and Display 6 Consumer Value7 The Model7 Quality8 Accessibility8 Interactivity8 The Balance9 Business Value9 Analytics9 Monetization10 Security10 Device Ecosystem10 The Complete Platform11 NeuLion Digital Platform11 Conclusion12 ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. INTRODUCTION From the very beginning of movies and television, the art and science of reality reproduction has delighted and engaged people. Now the connected digital screen has enabled significant progress in terms of quality and accessibility. In addition, two-way Internet communication has added entirely new modes of interactivity, control and distribution. The pace of change continues to accelerate. We are moving at digital speed. This has led to a dizzying array of formats, specifications and systems. Keeping systems viable both in technical capability and business sustainability is a delicate balance. Consumers have high expectations that their entertainment is going to be higher quality, more engaging and accessible everywhere. The role of a technology company is to keep moving, to keep on the edge, to satisfy this almost unquenchable thirst for the best entertainment experience. Whether it is a personal video, a massive live sporting event, a Hollywood blockbuster, an independent biopic, or an engaging series; they all benefit from the recent advances in video technology. This new technology allows us to tailor experiences based on the type of content to be enjoyed. Unique interactive experiences can be presented in context depending on the content. Watching basketball is different from watching surfing, which is again different from viewing a major motion picture. Connections to metadata, merchandise, up-to-date social feeds and more, enable deeper engagement with consumers. BASICS OF VIDEO QUALITY We do not think about it much, but having two eyes, two ears, and a moving head has given humans a wonderful three-dimensional sensory input system. Reproducing this sensory experience in a two-dimensional rectangle and fixed speakers has been a continual challenge for engineers. From the very beginning screens have had a gap between the display and the reality they were capturing. Fortunately, the gaps to reproduce reality are getting narrower and narrower. TV displays have dramatically improved over time, narrowing the gap in reproducing reality. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 1 Visual Reproduction Examined At the lowest level of mainstream reality reproduction there is the tiny pixel, an increasingly unnoticeable speck, which is the building block for images. On today’s screens, millions of pixels combine together to form moving images. There are several important questions about pixels. Pixels How many? How fast? How bright? What color? Visual reproduction relies on the tiny pixel, the building block for images. Pixel Question How many? How fast? Name/Concept Examples/Names Visual Impact Resolution 720, 1080, 2160, 4K Detail, sharpness. Frame Rate 24, 30, 60, 120 Detail in motion. How bright? Dynamic Range 10 f-stops, 14 f-stops, 100 nits, 1000 nits, 4000 nits. What color? Color Space, Color Depth, Gamut 709, P3, 2020 Details at different brightness, reality of reflections and highlights. Accurate representation of different shades of reds, greens, blues. Each of these dimensions can vary independently. However, they are typically combined to keep video implementations manageable. For example, a video profile sets limits on resolution, frame rate, color space, and brightness. Also, those parameters do not include stereoscopic systems that can add a three-dimensional look by giving different images to left and right eyes. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 2 Linear vs. Non-Linear and Limitations The quality dimensions of the pixel questions noted above are a simplification. Getting each of these dimensions to perform consistently and for a reasonable cost is a challenge. For example, a pixel may not behave in a linear matter, such that it cannot increment itself perfectly through a range of brightness, color and motion. It may have jumps around certain challenging areas, such as subtle differences in the darkest grays, or certain shades of red. Or groups of pixels may not be able to turn them themselves on and off in perfect increments leading to image judder during motion. Different screen viewing angles, either horizontally or vertically, also can change the performance characteristics of the pixels. They may lose color, brightness or both as the off-center angle increases. Pixels may even influence each other when they are not supposed to, such as when there is sharp contrast between them. There is technology that minimizes many of the limitations, however the cost may be prohibitive for consumers. For example a 30-inch professional display may cost over $30,000 USD, and a 60-inch consumer display will be $3,000 USD. The challenge is to make the best levels of reality reproduction obtainable at a reasonable consumer price. There is continued evolution in different display technologies (LED, OLED, quantum dots) and overall there is plenty of room for increased quality in the mainstream for the foreseeable future. What is “4K”? A popular name for increased quality is “4K”, and it refers to the increase in resolution. There have been many different resolutions on computer, televisions and digital cinema. There are myriad of designations and monikers such as VGA, XGA, 1080i, 720p, SD, HD, 2K, 4K, etc. What has been confusing is the fact that 4K gets coupled with the definition for Ultra High Definition (UHD), 2160p (3840x2160), but also with 4096x2160. The pixel count is the sure way to know what resolution is being specified. Increased resolution does help, especially when viewing closer to the screen, and is particularly important for text, and fine details. Since there are other aspects to video quality in UHD, 4K resolution is only the start of the improvements. Audio Reproduction Digital sound is also a crucial part of reality reproduction. It has analogous concepts to video. For example, audio also has a range of the highest audible high frequency and the lowest low frequency. It has resolution in terms of the sampling, or smoothness of the sound. There have been continued improvements in the clarity of audio, or how true it sounds in tone and smoothness. Another aspect of audio is the ability to represent and reproduce sound in a three-dimensional space. This started with a simple two-channel stereo to two speakers, and then an increasing number of channels to multiple speaker positions such as center and left rear. This has further evolved to object-based audio that is able to mimic arbitrary objects making sound in space around a listener. Object audio can even be decoupled from the number of speakers in system. Overall advancements in audio create a more immersive experience, and immersive audio can be a powerful addition to the complete entertainment experience. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 3 Compression and Distribution One key variable in digital video distribution is compression. Compression inherently takes away quality, but if done right, is not easily noticeable. There have been several advances in compression technology, and there are continual improvements. For example, HEVC technology enables nearly 50% bitrate savings while delivering the same visual quality. Popularized by the concept that consumers prioritize continuous playback over quality, adaptive bit rate streaming enables a playback device to switch to different quality levels during variable Internet speed. More generally this can be labeled as adaptive quality switching, or more broadly as adaptive capability switching. For example, a device that can handle more colors would switch to the better color version when higher bandwidth becomes available. CONTENT SOURCES The proliferation of less expensive camera technology has enabled an exponential growth in sources of content. It has turned consumers into producers, and raised the bar for the professionals. Sports Movies Semi-Pro Shows Home Videos Advanced camera technology feeds many types of content. Content Types While content capture is getting easier, the full workflow for different kinds of content is crucial. Content has become more contextual, and there are different needs for different types of content. Type Bias Sports Live, High Frame Rate, Sports Statistics Overlays Movies High Dynamic Range, Distribution Efficiency, Cinema Look-And-Feel Personal Sharing Simplicity, Resolution ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 4 Case Study – NBA Live Game 4K/50p In January 2015, NeuLion successfully streamed a live 4K NBA basketball game from the O2 Arena in London to the NBA offices in New York. The 4Kp50 stream at 15Mbps incorporated MPEG-DASH and HEVC to deliver a crisp and smooth experience that evoked positive feedback from all participants. Several partners worked with NeuLion, including BT Sports and Akamai, to deliver this groundbreaking event. The live 4K broadcast over IP between continents proved the feasibility of such a task and reinforced the benefit of 4K for live sports viewing. Using the latest technology, NeuLion was able to stream a live 4K NBA game across continents at 4Kp50 over the open Internet Technical Details Cameras 6 x Sony F55s 1 x I-MOVIX (super-slow) 2 x 50p radio cameras (upconverted) 4K panorama BT Owl and Sony stitching engine Ingest EVS Xt3 servers and Sony XAVC server Graphic creation ChyronHego Production BT Sport OB facility Telegenic On-site uplink 50 MBPS (uncontended) CDN Akamai Video codec HEVC Main Video resolution Ultra HD/ 4K (3840x2160) Audio codec AAC Frame rate 50 fps Progressive Bit rate 15 Mbps Container fMP4 Streaming protocol DivX Live (built on MPEG-DASH) Distribution 2 x New York, 1 x San Diego Through Open Internet Playback 65” Panasonic 4K TV via DivX Mac player ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 5 Synchronizing Capture, Production and Display A crucial challenge with the changes in technology is synchronizing capture, production and display. Different dynamic range capabilities of each phase in the workflow can reduce the quality of an image. Essentially, signals get attenuated from the original. For example, a 4K capture might get only 2K processing and then be displayed on a 4K screen. Likewise the high impact of dynamic range may be lost from the camera to the display. Capture might be able to handle 14 f-stops of brightness range, processing may choose to attenuate down to 10 for compatibility, while the final display can do 12. Overall it will take some time for each of the major workflow stages of content to ensure the highest quality to be realized. Different organizations such as the Ultra High Definition Forum are working to ensure interoperability between the major workflows. How Much Brightness? Historical Range Capture Production Display Capability Capture Production Display Capability Evolving Ranges Historically, production narrowed the range for limited display. Now this approach is hampering the advances in display technology. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 6 CONSUMER VALUE It is easy to get overly focused on image quality, yet that is not the only aspect of entertainment that is changing. Fundamentally, the conduit of entertainment is evolving. This is in contrast to the actual content itself, the story, or the event. Separating the content versus the conduit helps model changes. There are increased expectations from consumers with the conduit of entertainment. They expect more content in more places, and have a more interactive experience. The following model illustrates the aspects of consumer value on the conduit of entertainment. In te ra ct iv ity The Model Use a three-dimensional axis on an abstract value Accessibility Scale: Accessibility, Quality, Interactivity. Value = Accessibility x Quality x Interactivity Note: This is a conduit model. A content model, with dimensions such as story quality and relevance, is a different topic. VALUE CUBE Quality What makes the value cube bigger? Value Multiple Times and Places Value Common Lockers Open Internet Adaptive Delivery More Rights Mid/Late Binding More Views/Sounds Catalog Live Accessibility Examples: Single Time and Place , es g a Im ity sive e v i t on siv sp er ac e r R m te Im In al tu x e ,T w o Sl Analog/SD Quality Examples: Overlays/Views Metadata Rich Social Connections Content Connections (Find/Discover/Select) HTML5 Features Head Tracking (VR) Other Connections (IoT) Haptics Value Digital/UHD (Reality Reproduction) Examples: More Discrete: Resolution (1080, 2160), Frame Rate (48,60,120), 3D More Continuous: Brightness (HDR, nits / f-stops), Color Gamut (% or P3 or 2020), Audio Quality By focusing on Accessibility and Interactivity, and not just Quality, true consumer value is created. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 7 Quality The previous section covered video quality in detail and it is worth noting that some aspects have more discrete changes vs. continuous ones. Resolution and frame rate have changed in comparatively large jumps. They also have precise quantitative numbers that have corresponding terms such as Standard Definition (SD) and High Definition (HD). Brightness and color are less precise, and vary in a more continuous way. There are definitions of limits, but implementations will vary on how close they get to limits. For example, in the Rec.2020 color space, displays will typically be able to represent 80-90% of that color volume. The contrast ratio will also vary. Accessibility When broadcast television started, it defined a relatively simple model. Everyone got everything and it all happened in real-time. It scaled incredibly well, however it meant a fundamental lack of consumer control and choice. Conditional access to the broadcast meant ‘pay more to get more’, but that still leaves out a lot of consumer control. This is similar to physical media that limits where you can watch. New models and concepts allow increased accessibility. Key to these is using the Internet itself as the distribution mechanism. The two-way communication allows consumers to request what they want, as well as access memberships dynamically. This allows common databases, or lockers, of rights that can be accessed by multiple screens. This can span an individual movie, or a subscription pass to a season of sports. The consumer can choose which subtitles or audio track to bind to their video, meaning it can be more customized to their preferences. Both the live event and the catalog of related past videos can be available at the same time. A multiplicity of rights can be easily managed, and selectively grant access to content. Interactivity Watching video no longer needs to be passive. It is possible to add customized supplemental information, either through a second screen or through an overlay. This enables a rich set of metadata to complement entertainment. This is particularity powerful in sports with its immense set of ever-changing statistics. Video also no longer needs to be flat and linear. It can become filled with interactive regions, objects and non-linear navigation. This includes controlling viewing angles, or even smooth view changes through a head-tracking virtual reality system. Even haptics, or touch feedback, can enhance the experience. Conveying intent to the system gets even easier through cross platform programming technology such as HTML5 for rich user interfaces. Finding, discovering and selecting entertainment has moved beyond a textual grid. Overall it has become more contextual, tying into your social media connections, using intelligent recommendations, and even your location. Complete and thematic experiences can be tied together with multiple video sources, audio, metadata, events, merchandising and social feeds. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 8 The Balance A core principle is to keep the consumer value model in balance across quality, accessibility and interactivity. In other words, keep it near cube shape, not a tabletop. Increased quality means less if it is not easily accessible on multiple screens. Likewise, Internet distribution means more if users can customize metadata overlays to it. Yes Balanced Value Shape Unbalanced Value Shape The Best Value Model Shape – Finding a balance in bringing consumers more Accessibility, Interactivity and Quality is the goal. BUSINESS VALUE Increasing consumer value is crucial, but so is sustaining a viable business in the next generation of entertainment services. The rapidly changing technology landscape means there are several critical ingredients to success. This means more than just a nice and balanced consumer value cube referenced above – it means using all the latest technologies to adjust and protect the business. Analytics Managing the future is all about understanding why things happen. Now that communication is bi-directional, it enables a new level of analysis. Interactive features make for great analytics. Instead of a simplistic measure of a “view”, it is now element-by-element, moment-by-moment interaction with the content. It becomes much easier to see positive and negative feedback loops, and subsequently make adjustments. This can even be managed in real-time to improve delivery efficiency, or linking to related content. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 9 Monetization It is clear there will be increased value to immersive entertainment experiences. However, those experiences need to seamlessly translate into monetization. It is a delicate balance between simple pricing and tie-ins with other revenue approaches, such as merchandising. The important point is to enable flexibility around pricing models as the industry is in a disruptive period. It is expected there will be significant shifts in how consumers will want to spend their limited entertainment budget as traditional channel bundling gives way to more interactive à la carte offerings and services. Security Copyright infringement and system integrity are crucial concerns for running a sustainable system. Whatever monetization model is selected, control of the model will depend on robust security. Security cannot be an afterthought; rather it must be something designed from the start. The decoupling of Digital Rights Management (DRM) from content encryption through Common Encryption (CENC) has enabled great flexibility and operational efficiency in protecting content. Yet the complexity of device security through hardware and comprehensive robustness rules still makes end-to-end security a challenge. Forensic tracking and monitoring can help identify issues and, similar to analytics, can help tune the system over time. Device Ecosystem Different devices add complexity and cost to deploying successful services. Getting a consistent experience to different classes of devices becomes difficult. There is a strong connection between content and devices, and only through careful device ecosystem management can there be a truly broad deployment. Certification of devices is one technique to ensure proper implementation of relevant standards for video technology. DivX® Certification has tackled the challenging problem of ensuring television and mainstream consumer electronic devices can embrace the latest Internet video technology. Using DivX Software Development Kits (SDKs) and Certification Test Kits (CTKs) enables consumer electronic makers to accelerate their implementation of both legacy and state-of-the-art video technology. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 10 THE COMPLETE PLATFORM Combining consumer value and business value is the vision of the NeuLion® Digital Platform. It is fundamentally a system that, together, is more than the sum of its parts. As the Internet is increasingly used to distribute content, it will be expected to do more than previous generations of cable channels and over-the-air broadcast. The Internet enables a different entertainment experience, one that leapfrogs past technologies. NeuLion is perfectly positioned to leverage full-scale Internet distribution for entertainment distribution. Only an integrated platform will be able to keep up with the rapid pace of advancements in quality, accessibility and interactivity. The NeuLion Digital Platform is a fully managed platform that offers true end-to-end support from the point of content ingestion all the way through to the end-user experience on all consumer devices. Live and VOD content ingestion from multiple sources including file, satellite and fiber. Monetization support for any combination of pay-per-view, subscription, ad supported, authenticated or EST (purchase/rent). Adaptive bit rate encoding supporting any format required including AVC, HLS, HEVC and MPEG-DASH for optimal delivery to target devices. Content protection including token-based security and studio-approved DRM. Live event editing for publishing VOD clips from live streams and marking key events that are instantly available in the playback timeline, all through NeuLion’s web-based editor. Quality of Service monitoring and analytics for audience measurement and ensuring audiences are receiving an optimized and reliable viewing experience. Content Management System provides detailed control over metadata attributes, geo-controls, subscription packages, merchandizing, pricing and more. App design and creation for leading consumer device models including web, mobile, tablet, connected devices, game consoles, smart TVs and wearables. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 11 CONCLUSION Increased quality is coming – but it is complicated. There is more to quality than the increased resolution of 4K. There are a range of technologies in addition to video quality that will be valuable to consumers. The NeuLion Digital Platform is a complete system today and is ready for the increased capabilities of quality, accessibility and interactivity of the future. Only a complete system offers the holistic perspective that ensures business sustainability and allows a business to evolve with the market. While these new technologies are complicated, there are experts who have successfully brought the pieces together in the NeuLion Digital Platform. Consumer expectations will continue to increase, and it is a risky bet to go with fragmented or piecemeal systems. NeuLion will continue to seamlessly integrate more pieces of the puzzle to create a compelling entertainment experience that operates efficiently. It is time to embrace and celebrate the advancements in reality reproduction. Doing it right creates a powerful feedback loop, and keeps people engaged. An enhanced and integrated entertainment experience will truly raise consumer value, and they will keep coming back for more. ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved. 12 For more information: EMAIL: [email protected] NEULION.COM FOLLOW US: ©2015 NeuLion, Inc. NeuLion®, DivX® and associated logos are trademarks of NeuLion, Inc., and are used under license. All Rights Reserved.