Raheel Khalid - @rkhalid890 A game industry and operating systems - - PowerPoint PPT Presentation
Raheel Khalid - @rkhalid890 A game industry and operating systems - - PowerPoint PPT Presentation
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
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, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
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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 agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
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- 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
What did Verizon Labs want to do?
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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-
- ut 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 Integrated Purchasing Options Customer Data Delivery to Any Device Robust Solution on a Budget
Augmented Reality
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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
- ther players in real time.
These virtual worlds give your target audience the
- pportunity 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.
Virtual Reality
Streaming in Real Time VR Monetization Navigable and Social Experiences Customer Data
So how do we get there?
Augmented and Virtual Reality has a base requirement of low latency render, compute and network transmission
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So how do we get there?
We now have a technological dependency
- n 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
When I was your age, this was a dragon … …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
- r 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
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How can we solve these problems
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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 Customized Worlds Any Platform Streaming in Real Time VR Monetization Customer Data
Virtual Reality
From VR Works SDK we wanted to highlight the following the functionality:
- Lens Matched Shading
- Single Pass Stereo
Rendering
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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.
Rendering
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Rendering
Our scene consists of
- 64 Animated Pumpkins casting point lights
- 8x MSAA 1512x1680 per eye
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Without Single Pass Stereo
- Without single pass stereo - CPU 4-5ms
GPU 7-8ms (occasionally dropping a frame)
- With single pass stereo - CPU 3ms GPU
5-6ms
- Net 40% saving on CPU and 25% on GPU
Rendering
Without Single Pass Shading With Single Pass Shading
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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
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Our scene consists of
- 2268x2520 per eye - 1.5x supersampled
- 4x MSAA
- 48 Animated pumpkins casting point
lights
Rendering
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Rendering
Lens Matched Shading
- O Original - CPU 5 ms - GPU 9 ms
(occasionally dropping a frame)
- With Lens-Matched-Shading - CPU
3ms - GPU 6 ms
- 15% saving on GPU is worth having
- 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.
No Optimization Single Pass Rendering and Lens Matched Shading
Confidential and proprietary materials for authorized Verizon personnel and outside agencies only. Use, disclosure or distribution of this material is not permitted to any unauthorized persons or third parties except by written agreement.
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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 Customized Worlds Any Platform Streaming in Real Time VR Monetization Customer Data
Virtual Reality
Prove that real time rendering with no download/install
- works. (No streaming bitmaps)
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
Case Study Mission Neon - Goals
Merge traditional rendering techniques with a path to use streaming network infrastructure. (Adaptive Bitrate vs. LOD)
Add assets and interpret them using a unified set of rules Dynamically change the scene on the fly Real time communication services (voice chat, video)
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Case Study Mission Neon - Features
Introduce a set of game master tools that let’s non-developers easily manipulate a world Streaming spacial audio with audio intensity mapping to pulse the scene to the music
Photography
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Email Marketing
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Cloud Service
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App Development
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Demo! - Mission Neon
Case Study:
Mission Neon - World Maker
- Rendering our existing WebGL 1.0 solution involved using a Differed Rendering path — expensive lighting
calculations calculated once per light per covered pixel.
- Rendering our WebGL 2.0 solution implemented Tile Forward — Using a two pass technique generating a grid of
light heat map tiles to partition tiles into lights per-tile.
- Noticeably improved render speeds on small light heavy scenes.
- WebGL 2.0 Particles solution saved us from copying the result from CPU memory to GPU memory
- New implementation of transform feedback allowed simulated elements to be rendered simultaneously.
- In some cases a minimum of 64 components can be written to memory per-element vs the earlier max of 4.
- Writing into the same type of buffer as the buffer you are reading from simplifying the whole system.
- Other uses for Transform Feedback - generating a set of unique VBOs for rendering many complex geometries
(skinned meshes).
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Accept assets on the web. Process and convert on massively parallel GPU’s on the cloud Package assets using a FlatBuffer like format Send a message down to clients to pick up a new asset/environment stream (cache on CDN)
Mission Neon
What did we learn?
- FlatAsset Pipeline
User’s world updates and players enjoy Saves file size and speed and adds CDN caching
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Packaging assets into streaming formats and separating out LOD works really well Controlling a world full of players feels good! Delivering seamless VR / AR is tough but not impossible
Case Study Mission Neon What did we learn?
The web is getting closer to solving many of these problems in a unified way, but needs implementation from all browsers
WORLD BUILDER
WorldBuilder is a powerful drag and drop tool that lets anyone create and modify immersive streaming virtual spaces, impacting players in real time and providing rich communication services. This tool can be used to promote brands and services
- r monetize via subscriptions, on-demand content,
micro-transactions or dynamic advertising.
Navigable and Social Experiences Customized Worlds Any Platform Streaming in Real Time VR Monetization Customer Data
Virtual Reality
Where do we think there is still work to be done?
As network technology develops on it becomes more
- f a possibility to offload GPU compute tasks to the
cloud. Future enhancements of low latency high bandwidth connections should consider optimizations for graphics processing
- nly. Use, disclosure or distribution of this material is not permitted to any unauthorized