ISO/IEC TR 23090-27:2025
(Main)Information technology — Coded representation of immersive media — Part 27: Media and architectures for render-based systems and applications
Information technology — Coded representation of immersive media — Part 27: Media and architectures for render-based systems and applications
This document provides context, motivation and use case descriptions for a set of Moving Picture Experts Group (MPEG) standards that collectively deliver media directly to render-based applications such as game engines with a renderer component, or standalone renderers. Emerging examples where such applications are especially relevant include metaverse applications and immersive displays where such displays provide an interface to renderers. This document: — describes the motivators leading to the development of new MPEG standards that facilitate the streaming of media to render-based applications; — differentiates between visual media distributed for video-based applications and visual media distributed to render-based applications; — provides an overview of a media workflow from content production to content distribution; — provides general information on relevant components of render-based systems including game engines and renderers — identifies key components and resources (compute, storage, or network) comprising a heterogeneous set of immersive displays and other render-based applications; — and documents use cases for end-to-end interoperability, including audio, video, graphics and systems aspects for render-based systems and applications.
Technologies de l'information — Représentation codée de média immersifs — Partie 27: Médias et architectures pour les systèmes et applications basés sur le rendu graphique
General Information
Standards Content (Sample)
Technical
Report
ISO/IEC TR
23090-27
First edition
Information technology — Coded
2025-06
representation of immersive media —
Part 27:
Media and architectures for render-
based systems and applications
Technologies de l'information — Représentation codée de média
immersifs —
Partie 27: Médias et architectures pour les systèmes et
applications basés sur le rendu graphique
Reference number
© ISO/IEC 2025
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© ISO/IEC 2025 – All rights reserved
ii
Contents Page
Foreword .v
Introduction .vi
1 Scope . 1
2 Normative references . 1
3 Terms and definitions . 1
4 Overview . 4
4.1 Motivation to develop standards for distribution of scene-based media .4
4.2 Immersive displays and their information requirements .5
4.2.1 General .5
4.2.2 Raster media, 3D graphics and information requirements of immersive displays .5
4.2.3 Defining necessary and sufficient thresholds of media information .6
4.2.4 Accommodating displays with a variety of information requirements .6
4.3 Content creation not in scope for MPEG International Standards .6
4.4 Challenges for distribution of immersive media .7
4.4.1 Interoperability between renderers .7
4.4.2 Interchange between media formats .7
4.4.3 Lack of standard specifications of media format .8
5 On the usage of Immersive Technology Media Format for media interchange . 8
6 Media workflow from content production to distribution . 8
6.1 Introduction to media workflows .8
6.2 Camera captured .9
6.3 Computer generated .9
6.4 Hybrid .9
6.5 Display considerations .10
6.6 Clarifications on media workflow terminology .10
6.6.1 Mastering format .10
6.6.2 Contribution, mezzanine, or ingest format .10
6.6.3 Distribution or last-mile format .11
6.7 Observations about media formats and variety of displays .11
7 Renderers .11
7.1 Introduction to renderers . .11
7.2 Classification of rendering methods . 12
7.2.1 Real-time renderers . 12
7.2.2 Non real-time or offline renderers . 12
7.3 Families of rendering techniques for immersive applications . 12
7.3.1 Rasterisation . . 12
7.3.2 Ray tracing . 12
7.3.3 Hybrid . 13
7.4 Other rendering considerations . 13
7.4.1 Distributed and network rendering and “edge compute” . 13
7.4.2 Scene compression. 13
7.4.3 Anti-aliasing . 13
7.4.4 Deep learning . 13
7.4.5 Hardware . 13
7.5 Current state of the art .14
8 Immersive displays . 14
8.1 Characterizing the immersive display .14
8.2 Fundamental output units of displays .14
8.2.1 Points of light . 15
8.2.2 Rays of light . 15
8.2.3 Waves of light . 15
8.3 Families of displays emitting points of light . 15
© ISO/IEC 2025 – All rights reserved
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8.3.1 Single panel planar displays . 15
8.3.2 Multi-planar displays . 15
8.3.3 Volumetric displays . 15
8.4 Families of displays emitting rays of light .16
8.4.1 Dense light field displays .16
8.4.2 Low density ray displays.16
8.5 Families of displays emitting waves of light .16
9 Architectures and interfaces . 17
9.1 General .17
9.2 Architecture for streaming of frame-based media .17
9.3 Architecture for streaming of scene-based media .18
9.4 Hypothetical immersive display architecture . 20
9.5 Architecture for scene graph representations .21
9.6 Architecture for scene graph representations with a shared asset . 22
9.7 Architecture for annotated scene graph using IMS . 23
9.8 Architecture for translation between scene graph representations using IMS . 23
9.9 Adaptation of scene-based media to the capabilities of the client and/or to current
conditions . 25
10 Use cases, requirements and assumptions .26
10.1 General . 26
10.2 Scenario 1 Distribution to a single immersive media client (display) . 26
10.2.1 Introduction to scenario 1 . 26
10.2.2 Desired featu
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