LTE; 5G; Support of 5G glass-type Augmented Reality / Mixed Reality (AR/MR) devices (3GPP TR 26.998 version 17.1.0 Release 17)

RTR/TSGS-0426998vh10

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Standard
ETSI TR 126 998 V17.1.0 (2022-10) - LTE; 5G; Support of 5G glass-type Augmented Reality / Mixed Reality (AR/MR) devices (3GPP TR 26.998 version 17.1.0 Release 17)
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TECHNICAL REPORT
LTE;
5G;
Support of 5G glass-type Augmented Reality / Mixed Reality
(AR/MR) devices
(3GPP TR 26.998 version 17.1.0 Release 17)

3GPP TR 26.998 version 17.1.0 Release 17 1 ETSI TR 126 998 V17.1.0 (2022-10)

Reference
RTR/TSGS-0426998vh10
Keywords
5G,LTE
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ETSI
3GPP TR 26.998 version 17.1.0 Release 17 2 ETSI TR 126 998 V17.1.0 (2022-10)
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ETSI
3GPP TR 26.998 version 17.1.0 Release 17 3 ETSI TR 126 998 V17.1.0 (2022-10)
Contents
Intellectual Property Rights . 2
Legal Notice . 2
Modal verbs terminology . 2
Foreword . 6
Introduction . 6
1 Scope . 7
2 References . 7
3 Definitions, symbols and abbreviations . 10
3.1 Definitions . 10
3.2 Symbols . 11
3.3 Abbreviations . 11
4 Introduction to Glass-type AR/MR Devices . 13
4.1 General . 13
4.2 Device Functional Architecture . 14
4.2.1 Device Functions . 14
4.2.2 Generic reference device functional structure device types . 16
4.2.2.1 Overview . 16
4.2.2.2 Type 1: 5G STandalone AR (STAR) UE . 17
4.2.2.3 Type 2: 5G EDGe-Dependent AR (EDGAR) UE . 18
4.2.2.4 Type 3: 5G WireLess Tethered AR UE . 19
4.2.3 AR Runtime . 21
4.2.4 Scene Manager . 22
4.2.5 XR Spatial Computing . 22
4.2.6 5G Media Access Function . 24
4.3 Basic Processes for delivering an AR experience . 25
4.3.1 Introduction. 25
4.3.2 AR Media Delivery Pipeline . 26
4.3.3 XR Spatial Compute Pipeline . 28
4.4 AR content formats and codecs . 29
4.4.1 Overview . 29
4.4.2 Scene Graph and Scene Description . 30
4.4.3 Metadata . 30
4.4.3.1 User pose information . 30
4.4.3.2 Camera Parameters. 31
4.4.4 Media Formats/Primitives in AR Scenes . 31
4.4.5 Compression Formats . 32
4.4.5.1 Elementary stream . 32
4.4.5.2 Storage and Delivery Formats . 33
4.4.6 Multiple Media Decoders management and coordination . 33
4.4.7 XR Spatial Description . 34
4.4.7.1 Overview . 34
4.4.7.2 Camera and sensor information. 35
4.4.7.3 Visual features, Keyframes and Spatial Maps . 35
4.4.7.4 Spatial Anchors and Trackables . 37
4.5 Key Performance Indicators and Metrics for AR . 37
4.5.1 Summary of TR 26.928 . 37
4.5.2 Updated KPIs for AR . 39
4.5.3 Typical Latencies in networked AR Services . 41
4.6 Related Work . 42
4.6.1 3GPP . 42
4.6.2 MPEG . 43
4.6.3 ETSI Industry Specification Group . 44
4.6.4 Work related to AR Runtime . 46
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4.6.4.1 OpenXR . 46
4.6.4.2 WebXR . 48
4.6.5 MPEG Scene Description . 49
4.6.6 MPEG-I Video Decoding Interface for Immersive Media . 50
4.6.7 MPEG-I Carriage of Point Cloud Compression Data . 50
4.6.8 Web Real-Time Communication (WebRTC) . 51
4.6.8.1 WebRTC as an OTT application . 51
4.6.8.2 WebRTC framework for RTC Media Service Enablers . 52
4.6.9 Joint workshop with Khronos and MPEG on "Streamed Media in Immersive Scene Descriptions" . 52
5 Core Use Cases . 53
6 Mapping to 5G System Architecture . 54
6.1 General . 54
6.2 Immersive media downlink streaming . 55
6.2.1 Introduction. 55
6.2.2 Relevant use cases . 55
6.2.3 Architectures . 56
6.2.3.1 STAR-based . 56
6.2.3.2 EDGAR-based . 56
6.2.4 Procedures and call flows . 57
6.2.4.1 STAR-based media streaming . 57
6.2.4.2 EDGAR-based media streaming . 59
6.2.5 Content formats and codecs . 60
6.2.6 KPIs and QoS . 61
6.2.7 Standardization areas . 62
6.3 Interactive immersive services . 62
6.3.1 Introduction. 62
6.3.2 Relevant use cases . 62
6.3.3 Architectures . 63
6.3.3.1 STAR-based . 63
6.3.3.2 EDGAR-based . 63
6.3.4 Procedures and call flows . 63
6.3.4.1 STAR-based interactive immersive service . 63
6.3.4.2 EDGAR-based interactive immersive service . 66
6.3.5 Content formats and codecs . 67
6.3.6 KPIs and QoS . 67
6.3.7 Standardization areas . 69
6.4 5G cognitive immersive service . 69
6.4.1 Introduction. 69
6.4.2 Relevant use cases . 69
6.4.3 Architectures . 70
6.4.3.1 STAR-based . 70
6.4.3.2 EDGAR-based . 70
6.4.4 Procedures and call flows . 70
6.4.6 KPIs and QoS . 73
6.5 AR conversational services . 74
6.5.1 Introduction. 74
6.5.2 Relevant use cases . 75
6.5.3 Basic architecture and call flows . 75
6.5.3.1 Symmetrical case . 77
6.5.3.2 Asymmetrical case . 77
6.5.4 Instantiation #1: MTSI-based architecture extension. 78
6.5.5 Instantiation #2: DCMTSI-based architecture extension with immersive media processing . 81
6.5.6 Content formats and codecs . 84
6.5.7 Summary of AR conversational instantiations . 84
6.5.8 Standardization areas . 85
6.6 Shared AR conversational experience . 85
6.6.1 Introduction. 85
6.6.2 Relevant use cases . 86
6.6.3 Basic architecture . 86
6.6.4 Generic Call flow . 87
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6.6.5 Various instantiations . 89
6.6.6 Content formats and codecs . 90
6.6.7 Standardization areas . 90
7 Considerations on Devices Form-factor . 90
7.1 General . 90
7.2 Battery/Power consumption . 91
7.3 Camera . 91
7.4 Display . 91
7.5 Heat dissipation . 92
7.6 Weight . 92
8 Potential New Work and Study Area . 93
8.1 General . 93
8.2 5G Generic Architectures for Real-Time Media Delivery . 93
8.3 5G-Media Service Enablers . 94
8.4 5G Real-time Communication . 95
8.5 Media Capabilities for Augmented Reality Glasses . 95
8.6 Split Rendering Media Service Enabler with AR profile . 96
8.7 Tethering AR Glasses . 97
8.8 IMS-based AR conversational services . 97
8.9 Audio Media Pipelines for AR Experiences . 98
9 Conclusions . 98
Annex A: Collection of Glass-type AR/MR Use Cases . 100
A.1 Use Case 16: AR remote cooperation . 100
A.2 Use Case 17: AR remote advertising . 102
A.3 Use Case 18: Streaming of volumetric video for glass-type MR devices . 104
A.3.1 Use case description . 104
A.3.2 Call flow for STAR UE . 107
A.3.3 Call flow for EDGAR UE . 109
A.4 Use Case 19: AR Conferencing . 111
3.2.1 AR Conferencing (1:1) . 111
3.2.1 AR Conferencing (1:many). 111
A.5 Use Case 20: AR IoT control . 112
A.6 Use Case 21: AR gaming . 114
A.7 Use Case 22: Shared AR Conferencing Experience . 116
Annex B: Change history . 118
History . 119

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3GPP TR 26.998 version 17.1.0 Release 17 6 ETSI TR 126 998 V17.1.0 (2022-10)
Foreword
This Technical Report has been produced by the 3rd Generation Partnership Project (3GPP).
The contents of the present document are subject to continuing work within the TSG and may change following formal
TSG approval. Should the TSG modify the contents of the present document, it will be re-released by the TSG with an
identifying change of release date and an increase in version number as follows:
Version x.y.z
where:
x the first digit:
1 presented to TSG for information;
2 presented to TSG for approval;
3 or greater indicates TSG approved document under change control.
y the second digit is incremented for all changes of substance, i.e. technical enhancements, corrections,
updates, etc.
z the third digit is incremented when editorial only changes have been incorporated in the document.
Introduction
Augmented Reality (AR) and Mixed Reality (MR) promise to provide new experiences for immersive media services.
The form factors of the devices for these services are typically not expected to deviate significantly from those of
typical glasses, resulting in less physical space for the various required components such as sensors, circuit boards,
antennas, cameras, and batteries, when compared with typical smartphones. Such physical limitations also reduce the
media processing and communication capabilities that may be supported by AR/MR devices, in some cases requiring
the devices to offload certain processing functions to a tethered device and/or a server.
This report addresses the integration of such new devices into 5G system networks and identifies potential needs for
specifications to support AR glasses and AR/MR experiences in 5G.
The focus of this document is on general system aspects, especially targeting visual rendering on glasses, and may not
be equally balanced or equally precise on all media types (e.g. on haptics, GPUs, audio). For example, extrapolations on
architectural aspects derived for primarily visual media pipelines to audio pipelines may require confirmation based on
further study.
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3GPP TR 26.998 version 17.1.0 Release 17 7 ETSI TR 126 998 V17.1.0 (2022-10)
1 Scope
The present document collects information on glass-type AR/MR devices in the context of 5G radio and network
services. The primary scope of this Technical Report is the documentation of the following aspects:
- Providing formal definitions for the functional structures of AR glasses, including their capabilities and
constraints,
- Documenting core use cases for AR services over 5G and defining relevant processing functions and reference
architectures,
- Identifying media exchange formats and profiles relevant to the core use cases,
- Identifying necessary content delivery transport protocols and capability exchange mechanisms, as well as
suitable 5G system functionalities (including device, edge, and network) and required QoS (including radio
access and core network technologies),
- Identifying key performance indicators and quality of experience factors,
- Identifying relevant radio and system parameters (required bitrates, latencies, loss rates, range, etc.) to support
the identified AR use cases and the required QoE,
- Providing a detailed overall power analysis for media AR related processing and communication.
2 References
The following documents contain provisions which, through reference in this text, constitute provisions of the present
document.
- References are either specific (identified by date of publication, edition number, version number, etc.) or
non-specific.
- For a specific reference, subsequent revisions do not apply.
- For a non-specific reference, the latest version applies. In the case of a reference to a 3GPP document (including
a GSM document), a non-specific reference implicitly refers to the latest version of that document in the same
Release as the present document.
[1] 3GPP TR 21.905: "Vocabulary for 3GPP Specifications".
[2] 3GPP TR 26.928: “Extended Reality (XR) in 5G”
[3] Wireless Broadband Alliance, “5G and Wi-Fi RAN Convergence”, April 2021.
[4] Khronos Group, The OpenXR Specification, 1.0,
https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html
[5] W3C, WebXR Device API, W3C Working Group Draft, https://www.w3.org/TR/webxr/
[6] ISO/IEC 23090-13:2022 DIS: “Information technology — Coded representation of immersive
media — Part 13: Video Decoding Interface for Immersive Media”
TM
[7] Miscrosoft Azure Kinect DK documentation, https://docs.microsoft.com/en-us/azure/kinect-dk/
TM
[8] Google ARCore : Use Depth in your Android app,
https://developers.google.com/ar/develop/java/depth/developer-guide
TM
[9] Microsoft Azure Kinect DK documentation: Use Azure Kinect Sensor SDK image
transformations, https://docs.microsoft.com/en-us/azure/kinect-dk/use-image-
transformation#overview
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3GPP TR 26.998 version 17.1.0 Release 17 8 ETSI TR 126 998 V17.1.0 (2022-10)
[10] Daniel Wagner, Louahab Noui, Adrian Stannard, "Why is making good AR displays so hard?",
LinkedIn Blog, August 7, 2019, https://www.linkedin.com/pulse/why-making-good-ar-displays-
so-hard-daniel-wagner/
[11] Daniel Wagner, "MOTION TO PHOTON LATENCY IN MOBILE AR AND VR", Medium Blog,
August 20, 2018, https://medium.com/@DAQRI/motion-to-photon-latency-in-mobile-ar-and-vr-
99f82c480926
[12] Yodayoda, "Why loop closure is so important for global mapping", Medium Blog, December 24,
2020, https://medium.com/yodayoda/why-loop-closure-is-so-important-for-global-mapping-
34ff136be08f
[13] 3GPP TS 22.261: “Service requirements for the 5G system”
[14] 3GPP TR 22.873: “Study on evolution of the IP Multimedia Subsystem (IMS) multimedia
telephony service”
[15] 3GPP TS 26.114: “IP Multimedia Subsystem (IMS); Multimedia telephony; Media handling and
interaction”
[16] 3GPP TR 38.838: “Study on XR (Extended Reality) evaluations for NR”
[17] ISO/IEC 23090-2:2021: “Information technology — Coded representation of immersive media —
Part 2: Omnidirectional media format”
[18] ISO/IEC 23090-3:2021: “Information technology — Coded representation of immersive media —
Part 3: Versatile video coding”
[19] ISO/IEC 23090-5:2021: “Information technology — Coded representation of immersive media —
Part 5: Visual volumetric video-based coding (V3C) and video-based point cloud compression (V-
PCC)”
[20] ISO/IEC 23090-8:2020: “Information technology — Coded representation of immersive media —
Part 8: Network based media processing”
[21] ETSI GS ISG ARF 003 v1.1.1 (2020-03): “Augmented Reality Framework (ARF) AR framework
architecture”
[22] Khronos Group, The GL Transmission Format (glTF) 2.0 Specification,
https://github.com/KhronosGroup/glTF/tree/master/specification/2.0/
[23] ISO/IEC 23090-14:2022: “Information technology — Coded representation of immersive media
— Part 14: Scene Description for MPEG-I Media”
[24] ISO/IEC 23090-10:2021: “Information technology — Coded representation of immersive media
— Part 10: Carriage of Visual Volumetric Video-based Coding Data”
[25] ISO/IEC 23090-18:2021: “Information technology — Coded representation of immersive media
— Part 18: Carriage of Geometry-based Point Cloud Compression Data”
[26] 3GPP TS 26.501: “5G Media Streaming (5GMS); General description and architecture”
[27] H. Chen, Y. Dai, H. Meng, Y. Chen and T. Li, "Understanding the Characteristics of Mobile
Augmented Reality Applications," 2018 IEEE International Symposium on Performance Analysis
of Systems and Software (ISPASS), 2018, pp. 128-138.
[28] S. Kang, H. Choi, “Fire in Your Hands: Understanding Thermal Behavior of Smartphones”, The
25th Annual International Conference on Mobile Computing and Networking (MobiCom '19)
[29] T. Chihara, A. Seo, “Evaluation of physical workload affected by mass and center of mass of
head-mounted display”, Applied Ergonomics, Volume 68, pp. 204-212, 2018
[30] Google Draco: https://google.github.io/draco/
[31] T.Ebner, O.Schreer, I. Feldmann, P.Kauff, T.v.Unger, “m42921 HHI Point cloud dataset of boxing
trainer”, MPEG 123rd meeting, Ljubljana, Slovenia
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[32] Scene understanding, https://docs.microsoft.com/en-us/windows/mixed-reality/scene-
understanding
[33] Serhan Gül, Dimitri Podborski, Jangwoo Son, Gurdeep Singh Bhullar, Thomas Buchholz, Thomas
Schierl, Cornelius Hellge, “Cloud Rendering-based Volumetric Video Streaming System for
Mixed Reality Services”, Proceedings of the 11th ACM Multimedia Systems Conference
(MMSys'20), June 2020
[34] Scene lighting: https://docs.microsoft.com/en-us/azure/remote-rendering/overview/features/lights
[35] PBR material: https://docs.microsoft.com/en-us/azure/remote-rendering/overview/features/pbr-
materials
[36] Colour Material: https://docs.microsoft.com/en-us/azure/remote-
rendering/overview/features/color-materials
[37] S. N. B. Gunkel, H. M. Stokking, M. J. Prins, N. van der Stap, F.B.T. Haar, and O.A. Niamut,
2018, June. Virtual Reality Conferencing: Multi-user immersive VR experiences on the web. In
Proceedings of the 9th ACM Multimedia Systems Conference (pp. 498-501). ACM.
[38] Dijkstra-Soudarissanane, Sylvie, et al. "Multi-sensor capture and network processing for virtual
reality conferencing." Proceedings of the 10th ACM Multimedia Systems Conference. 2019.
[39] VRTogether, a media project funded by the European Commission as part of the H2020 program,
https://vrtogether.eu/, November 2020.
[40] MPEG131 Press Release: Point Cloud Compression – WG11 (MPEG) promotes a Video-based
Point Cloud Compression Technology to the FDIS stage:
https://multimediacommunication.blogspot.com/2020/07/mpeg131-press-release-point-cloud.html
[41] 3GPP TR 23.701: “Study on Web Real Time Communication (WebRTC) access to IP Multimedia
Subsystem (IMS); Stage 2”
[42] 3GPP TR 23.706: “Study on enhancements to Web Real Time Communication (WebRTC) access
to IP Multimedia Subsystem (IMS); Stage 2”
[43] 3GPP TS 24.371: “Web Real-Time Communications (WebRTC) access to the IP Multimedia (IM)
Core Network (CN) subsystem (IMS); Stage 3; Protocol specification”
[44] IETF RFC 8831: WebRTC Data Channels
[45] IETF RFC 8864: Negotiation Data Channels Using the Session Description Protocol (SDP)
[46] IETF RFC 8827: WebRTC Security Architecture
[47] ISO/IEC 23090-6:2021: “Information technology — Coded representation of immersive media —
Part 6: Immersive media metrics”
[48] 3GPP TR 26.926: “Traffic Models and Quality Evaluation Methods for Media and XR Services in
5G Systems”
th
[49] Oscar Falmer: “AR Headsets Landscape”, 10 September 2021,
https://docs.google.com/spreadsheets/d/1aUO8nuXWCnL1xYnpe9tvSgCphifhMRLrFj1enayv0X8
/edit#gid=0
th
[50] Oscar Falmer: “Mobile AR Features Landscape”, 20 September 2021,
https://docs.google.com/spreadsheets/d/1S1qEyDRCqH_UkcSS4xVQLgcMSEpIu_mPtfHjsN02G
Nw/edit#gid=0
[51] Microsoft, Coordinate Systems, https://docs.microsoft.com/en-us/windows/mixed-
reality/design/coordinate-systems
[52] Google WebRTC project update & Stadia review,
https://www.youtube.com/watch?v=avtlQeaxd_I&t=438s
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[53] Joint MPEG/Khronos/3GPP Workshop on "Streamed Media in Immersive Scene Descriptions",
September 29/30, 2021, http://mpeg-sd.org/workshop.html
[54] MPEG Systems Output WG3 N21042 "Report of Joint Workshop on Streamed Media in
Immersive Scene Descriptions", MPEG#136, October 2021, https://www.mpegstandards.org/wp-
content/uploads/mpeg_meetings/136_OnLine/w21042.zip
[55] 3GPP TS 23.501: “System architecture for the 5G System (5GS)”
[56] 3GPP TS 26.260: “Objective test methodologies for the evaluation of immersive audio systems”
[57] 3GPP TS 26.261: “Terminal audio quality performance requirements for immersive audio
services”
[58] Younes, Georges, et al. "Keyframe-based monocular SLAM: design, survey, and future
directions." Robotics and Autonomous Systems 98 (2017): 67-88. https://arxiv.org/abs/1607.00470
[59] David G. Lowe, "Distinctive Image Features from Scale-Invariant Keypoints".
https://www.cs.ubc.ca/~lowe/papers/ijcv04.pdf
[60] Herber Bay et. al., " SURF: Speeded Up Robust Features”.
https://people.ee.ethz.ch/~surf/eccv06.pdf
[61] E. Rublee, V. Rabaud, K. Konolige and G. Bradski, "ORB: An efficient alternative to SIFT or
SURF," 2011 International Conference on Computer Vision, 2011, pp. 2564-2571, doi:
10.1109/ICCV.2011.6126544.
[62] ETSI GS ISG ARF 004 v1.1.1 (2020-08): “Augmented Reality Framework (ARF) Interoperability
Requirements for AR components, systems and services”
[63] Microsoft Flight Simulator, https://www.xboxachievements.com/news/news-34054-microsoft-
flight-simulators-world-is-two-million-gigabytes-in-size.html
3 Definitions, symbols and abbreviations
3.1 Definitions
For the purposes of the present document, the terms and definitions given in 3GPP TR 21.905 [1] and the following
apply. A term defined in the present document takes precedence over the definition of the same term, if any, in 3GPP
TR 21.905 [1].
5G AR/MR media service enabler: A 5G AR/MR media service enabler is supporting an AR/MR application to
provide AR/MR experience using at least partially 5G System tools.
5G System (Uu): Modem and system functionalities to support 5G-based delivery using the Uu radio interface.
AR/MR Application: a software application that integrates audio-visual content into the user’s real-world environment.
AR/MR content: AR/MR content consists of a scene with typically one or more AR objects and is agnostic to a
specific service.
AR Data: Data generated by the AR Runtime that is accessible through API by an AR/MR application such as pose
information, sensors outputs, and camera outputs.
AR Media Delivery Pipeline: pipeline for accessing AR scenes and related media over the network.
AR/MR object: An AR/MR object provides a component of an AR scene agnostic to a renderer capability.
AR Runtime: a set of functions that interface with a platform to perform commonly required operations such as
accessing controller/peripheral state, getting current and/or predicted tracking positions, general spatial computing, and
submitting rendered frames to the display processing unit.
ETSI
3GPP TR
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