Advanced Media Content

Most of tomorrow’s media formats tend to increase the sense of immersion into the content. Transforming the end-user/consumer’s experience by putting them into the middle of the action or information is the challenge, especially whenever narrative aspects are key.

Labo bcom - nouveaux contenus médias
© Fred Pieau
    It’s being seen in all forms of media: Television, movies, games, advertising, training, collaborative work, monitoring, industrial signage, the Web, etc.

    The Advanced Media Content lab is building tools that enable the creation, storage, transportation, and sharing both for and by as many people as possible. It delivers expertise and technologies related to innovative dimensions of images (resolution, depth, color, light, etc.), sound (spatialized), and new rendering devices (screen, projection, AR/VR head-mounted displays with 3 or 6 degrees of freedom, etc.). It develops tools and solutions aimed at enabling the adoption of these future formats by industry professionals, and ultimately by end consumers. Holography and compression systems are key areas of expertise for the laboratory.

    Jean-Yves Aubié - bcom
    © Fred Pieau

    Jean-Yves Aubié

    Advanced Media Content lab Manager

    The challenges raised by new video and audio formats? Bringing even MORE realism and immersion to the experience, while still remaining easy to use and handle.
    products & services
    Adaptative HDR Converter - teaser produit - b<>com b<>com Sublima

    Perform real-time HDR conversions without compromise on the artistic intent

    Spatial audio family - spectateurs avec casque - bcom Spatial Audio family

    A family of audio plug-ins for more immersion

    scientific publications

    05.31.2022

    TwistSLAM: Constrained SLAM in Dynamic Environment

    Classical visual simultaneous localization and mapping (SLAM) algorithms usually assume the environment to be rigid. This assumption limits the applicability of those algorithms as they are unable to accurately estimate the camera poses and world structure in real life scenes containing moving objects (e.g. cars, bikes, pedestrians, etc.). To tackle this issue, we propose TwistSLAM: a semantic,…

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    06.01.2022

    Definition of common test conditions for the new JPEG pleno holography standard

    The JPEG committee started the definition of a new standard for holographic content coding under the project JPEG Pleno (ISO/IEC 21794). As a first standardization effort targeting holographic content, multiple challenges were faced, notably to select appropriate testing content, type of anchors to be used for comparison with proponent’s proposals and how to evaluate the quality for this type of…

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    06.01.2022

    A standard way for computing numerical reconstructions of digital holograms

    There exist a multitude of methods and processing steps for the numerical reconstruction of digital holograms. Because these are not standardized, most research groups follow their own best practices, making it challenging to compare numerical results across groups. Meanwhile, JPEG Pleno holography seeks to define a new standard for the compression of digital holograms. Numerical reconstructions…

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    06.01.2022

    Laser Beam Scanning Holography: enabling near-eye displays with wide field of view and focus cue

    This talk, given by Antonin Gilles, Research Engineer at b&lt;&gt;com, at the SPIE AR | VR | MR conference in January 2022, focuses on the development of a holographic near-eye display device for augmented reality. It shows how Holography and Laser Beam Scanning technologies can be combined in Augmented Reality glasses to enable long-term viewing comfort by offering a realistic and natural…

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