ISO/IEC 23090-4:2025
Information technology — Coded representation of immersive media — Part 4: MPEG-I immersive audio
Information technology — Coded representation of immersive media — Part 4: MPEG-I immersive audio
- Статус документа:
- Действующий
- Формат:
- Электронный (PDF)
- Количество страниц:
- 625
- Дата публикации:
- 3 ноября 2025 г.
- Издание:
- ISO/IEC IS 23090 edition 1 version 1
- ICS:
- 35.040.40
This document specifies technology that supports the real-time interactive rendering of an immersive virtual or augmented reality audio presentation while permitting the user to have 6DoF movement in the audio scene. It defines metadata to support this rendering and a bitstream syntax that enables efficient storage and streaming of immersive audio content.
Abstract
Overview
ISO/IEC 23090-4:2025 - MPEG‑I immersive audio - specifies technologies for real‑time, interactive rendering of immersive audio in virtual and augmented reality environments while allowing 6DoF (six degrees of freedom) movement. The standard defines metadata models and a bitstream syntax for efficient storage and streaming of immersive audio content, plus a renderer framework to realize spatial audio effects in real time.
Key Topics and Requirements
- Real‑time interactive rendering: Support for dynamic user movement and viewpoint changes within an audio scene (6DoF).
- Metadata and bitstream: Defined metadata elements and a transport syntax (including MHAS) to enable streaming and storage with efficient parsing and rendering.
- Renderer architecture: A modular renderer with defined payload types and data structures (e.g., directivity, diffraction, voxel, early reflections, reverberation, granular, RasterMap, portal, dispersion).
- Renderer stages and workflows: Comprehensive stages for effects activation, acoustic environment assignment, granular synthesis, reverberation, portals, occlusion/diffraction and early reflections, plus metadata culling and consolidation.
- Spatialization: Built‑in binaural spatializer and adaptive loudspeaker rendering methods for headphone and multichannel playback.
- Utilities and safeguards: Limiter specification, equalization, and interfaces for audio utilization reporting to manage loudness and resource use.
- Profiles and encoder guidance: Informative annexes describe encoder modules, scene configuration, metadata creation and recommended default presets for acoustic environments.
Applications
- VR/AR platforms and game engines that need realistic, interactive spatial audio with user movement.
- Streaming services and content creators delivering immersive audio experiences over networks (efficient bitstream and metadata).
- Audio middleware, SDKs and renderer implementations for headphones, headphones+head‑tracking, and adaptive loudspeaker arrays.
- Encoders and authoring tools producing immersive audio scenes with metadata for real‑time playback.
- Research and development in spatial audio, acoustic simulation and real‑time audio rendering.
Who Would Use This Standard
- Audio engine developers, VR/AR system architects, and game studios
- Codec and streaming implementers, broadcast engineers
- Headphone and loudspeaker manufacturers working on spatial rendering
- Standards bodies and interoperability testing labs
Related Standards
- Part of the ISO/IEC 23090 (MPEG‑I) series - complements other MPEG‑I parts that address coded representation of immersive media. Implementers should consider interoperability with other MPEG‑I components and transport/profile specifications.
Keywords: ISO/IEC 23090-4:2025, MPEG‑I immersive audio, immersive audio, 6DoF, spatial audio, metadata, bitstream, MHAS, renderer, binaural, adaptive loudspeaker, VR audio.
Технические детали
- Технический комитет
- ISO/IEC JTC 1/SC 29 - Coding of audio, picture, multimedia and hypermedia information
- SKU
- ISO/IEC 23090-4:2025
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