Raheel Khalid - @rkhalid890 A game industry and operating systems veteran that serves as the Chief Engineer for Verizon Labs. Using years of experience in building large scale game engines and graphics platforms I work to architect and set the technical vision for Verizon's future in VR & AR streaming services Confidential and proprietary materials for authorized Verizon personnel and outside 2 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
William Dildine William brings over eight years of front end web design, systems and network design and integration, and Content Management Systems deployment. He applies project management best practices and agile software development methodology for rapid prototyping, server/client side website development, website administration, cloud migration, online marketing, and e-commerce management. His diverse web experience includes database management, UI/UX design, layout development, 3D web applications, and Search Engine Optimization /Search Engine Marketing management. Confidential and proprietary materials for authorized Verizon personnel and outside 3 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
What did Verizon Labs want to do? •Accommodate next generation content delivery •Allow for projection or augmentation •Help users create 3d and 2d content using easy to use tools •Build worlds and connect your audience •Bring traditional advertising into the real world •View your content anywhere •Deliver it fast and seamlessly Confidential and proprietary materials for authorized Verizon personnel and outside 4 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Augmented Reality COSMOPOLITAN Envrmnt turned traditional print media into a more engaging content by overlaying an article with a video and purchasing options for Cosmopolitan. For product purchase, Cosmopolitan’s ecommerce site and a check- out process were integrated into the app. This implementation showcases a new way of engaging your target audience and increasing sales for brands. Deeper Customer Engagement Delivery to Any Device Integrated Purchasing Options Customer Data Robust Solution on a Budget
6 Virtual Reality ALPINE VILLAGE The Alpine Village gaming experience is a fully immersive, snow-filled world. Players can teleport around the world, fire snowballs at snowmen and virtually interact with other players in real time. These virtual worlds give your target audience the opportunity to experience your brand from anywhere. For example, players can encounter branded advertising while teleporting around the world via branded object placement, 3D billboards, etc. Navigable and Social Experiences Streaming in Real Time VR Monetization Customer Data
So how do we get there? Augmented and Virtual Reality has a base requirement of low latency render, compute and network transmission
8 So how do we get When I was your age, this was a dragon … there? We now have a technological dependency on high resolution rendering, high refresh rate and loads of computer vision. Low resolution and lag are no longer just annoying, they are a deal breaker …and we were grateful to have it.
So how do we get there? It is generally accepted that the greatest acceptable time it takes to update the screen from a user’s movement is roughly 20ms. This is referred to as motion-to- photon latency. Typical displays on VR/AR devices have a refresh rate of between 60Hz and 90Hz or 16.66ms to 11.11ms. This is the time to update pixels on a screen. The fastest networks in the US provide 40-200ms latency round trip. On 5G, however, there is a theoretical 1ms latency.
So how do we get there? There is a fundamental need on the network and the GPU to handle rending and compute for the foreseeable future Confidential and proprietary materials for authorized Verizon personnel and outside 10 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
How can we solve these problems Confidential and proprietary materials for authorized Verizon personnel and outside 11 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Virtual Reality PROJECT DRIVE Envrmnt created a virtual drive-in theater where multiple players are able to collectively watch movies (2D videos) and interact with each other in real time, while also being exposed to in-scene advertising. In-scene advertising can be incorporated via object placement, 3D billboards, streaming video, animated ads and/or full branding of the virtual world. Navigable and Social Experiences Streaming in Real Time Customized Worlds Any Platform VR Monetization Customer Data
Rendering From VR Works SDK we wanted to highlight the following the functionality: • Lens Matched Shading • Single Pass Stereo Confidential and proprietary materials for authorized Verizon personnel and outside 13 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering Single Pass Stereo • Optimizes drawing of left and right eye • Uses Simultaneous Multi-Projection architecture to draw geometry once and then project left and right eyes. Confidential and proprietary materials for authorized Verizon personnel and outside 14 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering Our scene consists of • 64 Animated Pumpkins casting point lights • 8x MSAA 1512x1680 per eye Confidential and proprietary materials for authorized Verizon personnel and outside 15 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering With Single Pass Shading Without Single Pass Stereo • Without single pass stereo - CPU 4-5ms GPU 7-8ms (occasionally dropping a frame) Without Single • With single pass stereo - CPU 3ms GPU Pass Shading 5-6ms • Net 40% saving on CPU and 25% on GPU Confidential and proprietary materials for authorized Verizon personnel and outside 16 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering Lens Matched Shading • Optimizes multi-res pixel shading by rendering to a surface that approximates the lens correct output of the image. Up to 2 x performance improvement for VR Confidential and proprietary materials for authorized Verizon personnel and outside 17 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering Our scene consists of • 2268x2520 per eye - 1.5x supersampled • 4x MSAA • 48 Animated pumpkins casting point lights Confidential and proprietary materials for authorized Verizon personnel and outside 18 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
Rendering No Optimization Lens Matched Shading • O Original - CPU 5 ms - GPU 9 ms (occasionally dropping a frame) • With Lens-Matched-Shading - CPU 3ms - GPU 6 ms Single Pass • 15% saving on GPU is worth having Rendering and Lens Matched Shading • Next step would be to use a geometry shader to bin triangles into viewports and cull all the side triangles that are no longer on screen. Confidential and proprietary materials for authorized Verizon personnel and outside 19 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
20 Virtual Reality NEON Project Neon is a fully immersive, rich gaming experience that showcases extreme interactivity, flexibility and real- time customization. While multiple players battle monsters and communicate amongst themselves, a “dungeon master” can simultaneously modify the virtual world, introducing new monsters and adding/changing puzzles in real time. Navigable and Social Experiences Streaming in Real Time Customized Worlds Any Platform VR Monetization Customer Data
Case Study Mission Neon - Goals Build a game using a streaming protocol that is scalable and synchronized 4 weeks to build upon our current streaming infrastructure and build a connected, scalable environment Prove that real time rendering with no download/install works. (No streaming bitmaps) Merge traditional rendering techniques with a path to use streaming network infrastructure. (Adaptive Bitrate vs. LOD)
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