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GTC Raheel Khalid 09/15/16 1 Who am I? Raheel Khalid - - PowerPoint PPT Presentation

GTC Raheel Khalid 09/15/16 1 Who am I? 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


  1. GTC Raheel Khalid 09/15/16 1

  2. Who am I? 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 agencies only. Use, 2 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Speaker bio

  3. Why is Verizon here? Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 3 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Phone Company? Maybe we deliver your cable service? Image - Pavin Trikutam - https://unsplash.com/photos/71CjSSB83Wo

  4. Why is Verizon here? and talking about VR…? Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 4 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Phone Company? Maybe we deliver your cable service? Image - Pavin Trikutam - https://unsplash.com/photos/71CjSSB83Wo

  5. What we do wireless fios enterprise streaming CDN big data security communications advertising internet of things monitoring Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 5 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Historically, verizon has been known as a phone company. (picture of person on old phone) Over the years we have slowly diversified (show growth and new business units, fios, enterprise, iot, vdms. Finally show advertising, aol, content) All of this eventually comes together (show how each business unit connects). Image from verizon stock

  6. and now… advertising digital media lifestyles entertainment news Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 6 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Historically, verizon has been known as a phone company. (picture of person on old phone) Over the years we have slowly diversified (show growth and new business units, fios, enterprise, iot, vdms. Finally show advertising, aol, content) All of this eventually comes together (show how each business unit connects). Image from Jordan McQueen https://unsplash.com/search/friends?photo=88XM5Al3AXg

  7. So why is Verizon here? Powered dozens of devices and services Evolved with our network to provide solutions and platforms Helped businesses innovate and get their products to consumers Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 7 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Over years we have supported dozens of computing platforms and as technology grew we supported it with a network, content, digital advertising and more.

  8. So why is Verizon here? The bridge between content, advertising, streaming, retail and the network make Verizon uniquely poised to create an ecosystem for VR/AR creation and distribution Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 8 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Over years we have supported dozens of computing platforms and as technology grew we supported it with a network, content, digital advertising and more.

  9. And VR? As the world gets closer to VR and AR we find ourselves needing to master rendering and computer vision in ever smaller form factors. This brings new demands to silicon and ultimately the network. “It is potentially the final computing platform. This is generalising, but if you have perfect virtual reality, you don't have to perfect much else.” Palmer Luckey, Oculus founder Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 9 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. That brings us to the present… If you look at how certain technology has trended desktops -> laptops -> smartphones -> tablets -> wearables. We are reaching another plateau and we are about ready for a new computing platform. palmer luckey said ”Virtual Reality will be the final computing platform” much of the news media and masses agreed... Image Source - https://hd.unsplash.com/photo-1468322931232-d3cb4c7da350 Aliis Sinisalu

  10. Virtual, augmented and mixed reality today Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 10 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Right now we are seeing a boom of VR consoles, platforms and content. This has come in the form of 360 videos, static games and most impressively roomscale vr (show examples of each). We have even started to see examples of augmented reality where we can enhance, diminish, replace or remove things in the real world

  11. Virtual, augmented and mixed reality today Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 11 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Right now we are seeing a boom of VR consoles, platforms and content. This has come in the form of 360 videos, static games and most impressively roomscale vr (show examples of each). We have even started to see examples of augmented reality where we can enhance, diminish, replace or remove things in the real world

  12. So how do we get there? Augmented and Virtual Reality has a base requirement of low latency render, compute and network transmission Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 12 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. To create a reality bending future there are key problems that we need to solve. Since the mid 90’s the speed and development of GPU technology has greatly outpaced what CPU’s do today. Image Source - https://unsplash.com/photos/NDZQLKiaCSI Yolanda Sun

  13. So how do we get 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 Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 13 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Talk about client side vs cloud render and compute This is because we had a need to render realer and realer (show pac man to photorealistic render). (tie this to NVIDIA) Image Source - Joey Kyber https://unsplash.com/search/fast?photo=45FJgZMXCK8

  14. 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. Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 14 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Talk about client side vs cloud render and compute This is because we had a need to render realer and realer (show pac man to photorealistic render). (tie this to NVIDIA) VR and AR has pushed the boundaries of what is minimally acceptable. Instead of the age old 60hz in games and 29.97 fps in film we now need to hit 90 and 120hz refresh. From 1080p to 4k to 4k per eye for resolution. And now we have newer constraints of motion to photon latency, field of view, stereoscopy and hardware size (show death to the dork helmet). Image Source - Joey Kyber https://unsplash.com/search/fast?photo=45FJgZMXCK8

  15. So how do we get there? Compute and render must either be performed on the CPU, GPU or Cloud. A combination of the three is the most likely. We need far more compute than we possibly imagined and this is probably not an option for the long term. Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, 15 disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement. Talk about client side vs cloud render and compute This is because we had a need to render realer and realer (show pac man to photorealistic render). (tie this to NVIDIA) Image source: pc world

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