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The Mobile Future of Extended Reality

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Mobile Extended Reality (XR) is likely to become one of the world’s most disruptive computing platforms. It is expected to transform the way we interact with the world around us every day, delivering unprecedented new experiences and the potential to exponentially increase productivity. XR is inherently meant to be mobile, intuitive and always connected. Many new technologies in the areas of low power visual processing, cognition, and connectivity are required for this vision to become reality. This presentation discusses:
• A view of the evolution of XR from today to the future
• Examples of unprecedented experiences that XR is expected to enable
• Necessary technology advancements required in areas such as 3D graphics, computer vision, next-gen displays, machine learning, and wireless connectivity to support a new class of intelligent, and personalized XR experiences

https://www.qualcomm.com/invention/extended-reality

Publié dans : Technologie
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The Mobile Future of Extended Reality

  1. 1. The Mobile Future of eXtended Reality (XR) Qualcomm Technologies, Inc. @qualcomm_techOct 2018
  2. 2. 2 XR is the next mobile computing platform
  3. 3. 3 Healthcare Marketing & advertising Retail Engineering Military Education Industrial & manufacturing EntertainmentEmergency response XR is the next mobile computing platform
  4. 4. 4 A glimpse into the future First responder XR glasses New optics and projection technologies within a durable, semitransparent display Directional speakers Tracking and recording cameras Ultra-bright LED lights Inertial, haptic, environmental, and health sensors • Many passive and active cameras with fisheye and telephoto lenses • Optoelectronic night vision and thermal imaging sensors Ambient light sensors Multiple high sensitivity audio microphones Eye tracking cameras Bone conduction transducers Multimode connectivity (4G, 5G, etc.) Rear camera
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  8. 8. 8 Will the smartphone become an XR wearable? Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc.
  9. 9. 9 XR is here today, but it is still in its infancy Analogy to smartphones: XR evolution will take years…opportunity will be immense XR will follow a similar ~30 year cycle of sleeker designs, with tremendously increasing functionality Technology Phase: Infancy Market: Mostly early adopter “Prosumers” Technology Phase: Rapid evolution Market: Surging consumer adoption Technology Phase: Maturity Market: Worldwide, ubiquitous use XR is here today XR by ~2020
  10. 10. 10 Solving the key XR technology challenges ahead Common illumination Making virtual objects in augmented worlds indistinguishable from real objects within the same view Connectivity The next level of ubiquitous, wireless connectivity for anywhere usage at fiber-optic speeds Motion tracking Intelligent, completely on-device tracking for intuitive head, hands, and eye interactions Display Displaying richer visual content, and switching seamlessly between fully and partially virtual worlds Power and thermal All day battery life, years of recharging, and compatible with sleek, thin, light passively cooled devices with no fans
  11. 11. 11 XR human factors challenges for displays Vergence and accommodation conflict and human field of view (FoV) Field of view (binocular) in XR glasses 190° 130° Vergence & accommodation
  12. 12. 12 Future XR needs a disruption in display technology First step towards high volume converged XR form factor are new displays • Solve the vergence accommodation conflict • Deliver necessary FoV both for immersive VR and useful AR • Be completely opaque for VR, yet at least ~85% transparent for AR • Support an angular resolution of at least 0.5 – 1.0 arc minutes per pixel • Drive HDR, at least Rec. 2020 gamut, with ~5X improvement in nits • Be capable of refreshing at a minimum of ~120Hz (per eye) • Be light, mechanically flexible, very durable, and eventually cost under ~$100 at very high volumes
  13. 13. 13 XR display questions that need answers • Can LCOS or DLP with a mechanical shutter, better optics, and improved wave guides get us there? • Can plastic AMOLED get us there? Can smaller transistor sizes improve transparency for AR? • Or should the industry be working together on something more exotic to meet these needs? • What’s the best technology to switch between opaque and nearly transparent display modes?
  14. 14. 14 Common illumination makes virtual objects look real
  15. 15. 1515 Where we are today Virtual objects look fake • In part due to mostly static lighting that’s often incorrect for the environment • Even when dynamic, the graphics shader’s lights don’t consistently match real world light sources or intensity • Consequently objects and materials look physically incorrect for the scene • It is always immediately obvious which objects are real and which are virtual
  16. 16. 1616 Where we must eventually be Virtual objects must look real • With sampled light from cameras or ALS used to determine final color of every pixel in the virtual object • Virtual lights should be very frequently updated with real world lights to be perceptually correct for real environment Making it possible • New, more intelligent, faster interaction between many different sensors and rendering systems • New computer vision and global illumination algorithms that use real world lights to dynamically render and overlay more realistic virtual objects
  17. 17. 1717 Taking immersive mobile XR experiences to the next level will require: • Improved head/body tracking o User friendly, inside-out 6 DoF head tracking o Power efficient, sub-10ms motion to photon latency with sub-millimeter drift o Functional at world scale with capability to appropriately alert for collision avoidance • Improved eye tracking o Automatic IPD calibration o Tracking accuracy for foveation/depth of field rendering and viewport aware video o Also for more natural intent-based interaction and interfaces Improvements needed in motion tracking
  18. 18. 1818 Intuitively interacting in virtual worlds • Controllers, when required, must be 6 DoF, responsive and low cost • However, for most use cases, the best controller is no controller Other improvements needed in motion tracking Making it possible • New, better 3DR so that virtual hands in VR mode look just like your own • CV, machine learning, and graphics convergence so they work just like them too
  19. 19. 19 Power and thermal efficiency is essential for XR The XR headset needs to be appropriate to wear and use all day The challenge of XR workloads • Compute intensive • Complex concurrencies • Always-on • Real-time Constrained mobile wearable environment • Must be thermally efficient for sleek, ultra-light designs • Requires long battery life for all-day use • Able to be quickly recharged at least 1,000 times
  20. 20. 20 Power & thermal efficiency is essential for XR • IHVs: Double perf/watt every ~3 years • Battery companies: Improve battery capacity per gram by at least ~5X over the next 10 years • Researchers: Innovate in mobile HMD materials science and passive cooling • App developers: Tune your code to be more power efficient • Consortiums: Standardize XR multimedia compression, foveation, and other areas that save power and boost performance • Network operators: Provide much more efficient wireless connectivity access to internet and cloud services So how do we get there?
  21. 21. 21 5G enhanced mobile broadband is required for XR mass adoption Extreme throughput— multi Gbps Ultra-low latency — down to 1 ms Uniform experience — even at cell edge XR video will be the killer use case for 5G ~50 to 200 Mbps, lower latency Next-generation (2019) 3D 360° 8K/30fps viewport-aware HDR10 video ~10 to 50 Mbps Current-generation 360° 4K/30fps video ~200 to 5000 Mbps, very low latency Next-decade Interactive, real-time 3D “Free-Viewpoint” 6-DoF 8K/90-120fps HDR-next video Sustained network performance
  22. 22. 2222 XR is the next mobile computing platform Many technology breakthroughs are required Call to arms for XR market acceleration: cooperation is key
  23. 23. 2323 “You can’t depend on your eyes when your imagination is out of focus” - Mark Twain
  24. 24. Nothing in these materials is an offer to sell any of the components or devices referenced herein. ©2018 Qualcomm Technologies, Inc. and/or its affiliated companies. All Rights Reserved. Qualcomm and Snapdragon are trademarks of Qualcomm Incorporated, registered in the United States and other countries. Other products and brand names may be trademarks or registered trademarks of their respective owners. References in this presentation to “Qualcomm” may mean Qualcomm Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries or business units within the Qualcomm corporate structure, as applicable. Qualcomm Incorporated includes Qualcomm’s licensing business, QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of Qualcomm’s engineering, research and development functions, and substantially all of its product and services businesses, including its semiconductor business, QCT. Follow us on: For more information, visit us at: www.qualcomm.com & www.qualcomm.com/blog Thank you

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