David Weinstein, 19 December 2019
VR Movies Concerts Travel Retail 2 QUADRO PROFESSIONAL VR/AR - - PowerPoint PPT Presentation
VR Movies Concerts Travel Retail 2 QUADRO PROFESSIONAL VR/AR - - PowerPoint PPT Presentation
NVIDIA CLOUDXR David Weinstein, 19 December 2019 Gaming Sports PERSONAL ENTERTAINMENT VR Movies Concerts Travel Retail 2 QUADRO PROFESSIONAL VR/AR MEDICAL ARCHITECTURE DIGITAL CONTENT CREATION DESIGN MANUFACTURING COLLABORATION
2
Gaming Movies Sports Concerts Travel Retail
PERSONAL ENTERTAINMENT VR
3
NVIDIA CONFIDENTIAL. DO NOT DISTRIBUTE.
QUADRO PROFESSIONAL VR/AR
MEDICAL ARCHITECTURE DESIGN MANUFACTURING COLLABORATION DIGITAL CONTENT CREATION
4
5
6
7
FUNDAMENTAL VR GRAPHICS CHALLENGES
TRADITIONAL = 60 MP/S
(1920 X 1080 @ 30 FPS) 1920 1080
VIRTUAL REALITY = 450 MP/S
(3024 X 1680* @ 90 FPS) 1512 1680 1512
Motion to Photon: ≤ 20 ms
Very High Pixel Rendering Throughput Must Maintain Very Low Latency
Pixel Throughput and Perceived Latency
HMD updates pose CPU triggers redraw GPU computes new image HMD flashes display
8
WANTED: THE BEST OF BOTH WORLDS
Highest Quality Graphics + Mobile Freedom
9
CLOUDXR VISION
RTX Servers Content Network Clients XR Streaming to Any Device
10
MOBILE WORLD CONGRESS (LA), OCT 2019
CloudXR Announcement
11
ARCHITECTURE OVERVIEW
Server-Side Driver, Client-Side Application and SDK
OpenVR Runtime (Valve) VR App Virtual HMD Driver Cloud Late & Lens Warp VR Runtime Video Decoder Cloud HMD Video Encoder Virtual Audio Driver Audio Encoder Audio Decoder Internet SERVER driver (Nvidia) CLIENT app (Nvidia)
audio, video, haptics pose, control inputs, video
12
ARCHITECTURE
WIN SERVER CLIENT
INSTALLER
Audio/Video Data (sensors, inputs, QoS) Encode RGB Frame Display
VR App
Decode Video Params (e.g. ROI, optional) HEVC Frame HEVC Frame VR Runtime Controller & inputs Sensor, Pose & Controller Data RGB Frame Sensor & input data Sensor & input data Audio
(e.g., OpenVR)
App Client app Server driver
Time Warp Lens Warp
RGB Frame Driver API VR Runtime Runtime API OpenVR Interfaces
HMD
Audio Playback Audio Capture / Encode
13
QOS
Relevant Internet problems:
- Jitter
- Missed packets
- Bandwidth variation
Reliability & Resilience
14
QOS
Reliability & Resilience Challenges Solutions Control parameters
Latency Custom HEVC profile NVENC knobs Jitter De-jitter buffer Buffer size Missed packets Forward error correction Correction strength Bandwidth variation Video compression Compression rate Server has no display Frame pacing to match client display rate Server render rate
15
WIN SERVER
VR App
Video Params (e.g. ROI, optional)
App
Driver API VR Runtime Runtime API
ARCHITECTURE
INSTALLER
Audio / Video / Data (sensors, inputs, QoS) Encode RGB Frame Decode HEVC Frame Sensor, Pose & Controller data Sensor & input data Audio
Client app Server driver
Audio Capture / Encode Audio Playback Frame Pacing Jitter FIFO CLIENT Display VR Runtime Controller & inputs
(e.g., OpenVR) Time Warp Lens Warp HMD
OpenVR Interfaces
16
LATENCY
Using:
- HelloVR sample modified to change color on button press
- Latency meter (instrumented switch + photodiode)
- Local Cloud with Client on WiFi (average ping time 4 ms)
Button to Photons
17
LATENCY
Results: Server Driver + Client App latency = 12.1 ms. The Jitter FIFO can be downsized at the cost of occasional missed frames.
Button to Photons
Latency [ms] Stdev Local VR 38.3 3.4 CloudXR 81.6 3.3 Diff 43.3
- 0.1
Jitter FIFO + Ping 31.2 Diff – Above 12.1
*Average of 40 clicks
18
WIN SERVER
VR App
Video Params (e.g. ROI, optional)
App
Driver API VR Runtime Runtime API
LATENCY
INSTALLER
Audio / Video / Data (sensors, inputs, QoS) Encode RGB Frame Decode HEVC Frame RGB Frame Sensor & input data Audio
Client app Server driver
Audio Capture / Encode Audio Playback Frame Pacing Jitter FIFO CLIENT Display VR Runtime Controller & inputs
(e.g., OpenVR) Time Warp Lens Warp HMD
3-10 ms 10-50 ms (depending on network) 1-3 ms 3-10 ms
OpenVR Interfaces < 0.5 ms
19
20
Total Flexibility
CLOUDXR CONFIGURATIONS
5G Ethernet WiFi
21
EARLY ACCESS PROGRAM
Test CLOUDXR for VR @ https://developer.nvidia.com/nvidia-cloudxr-sdk-early-access- program
22
NVIDIA 5G MEC XR DEVKIT
23
THE OPPORTUNITY: VR/AR/VGPU OVER 5G
A Convergence of Visual Compute + 5G and a New Edge Topology
Powerful GPUs
Incredible compute capabilities redefining graphics
Bandwidth and Low Latency
Both are required for VR/AR
Compute is at the Edge
Very few hops – Low Latency
24
ENTERPRISE MARKETS
Success Across Verticals
Manufacturing
Engineering, Design, Marketing/Sales
AEC
Entire Design Process, Sales, Moving to Construction
M&E
Virtual Production
Training
Possibly the Largest Market
Enscape Nurulize IC.IDO Autodesk
Location-Based Entertainment
Enterprise/Consumer
ESI
25
ENTERPRISE AR
DIGITAL MODELS ANNOTATED
INSTRUCTION/COLLABORATION
Driving Value Propositions
26
THE FUTURE OF MOBILE XR
- Ultra Low Latency
- High Bandwidth
- Cutting-edge Compute
- Cost Effective Delivery
- Valuable Use Cases
Requirements:
5G + VR/AR + vGPU at the Edge
27
RTX Performance in a Server
- Powered by Quadro RTX 8000/6000
- Ray Traced Global Illumination up to 96
GB Scenes
- Remoting and Multi-GPU Virtualization
with Quadro virtual Datacenter Work Station (vDWS)
- All the technical advantages of Turing
NVIDIA RTX SERVER
28
XR/VGPU 5G EDGE STACK
Software/Hardware Stack Demands a Diverse Effort
Cloud Orchestration
Containerized Edge Applications
Low Latency Streaming
Visual Computing and AI 5G transmission 5G Network
Virtualization
Enabling SDKs Fundamental GPU Drivers
29
COME TRY THE DEMO & REGISTER ONLINE FOR EARLY ACCESS
https://developer.nvidia.com/nvidia- cloudxr-sdk-early-access-program Visit the VR Village on the Expo Floor