© Khronos® Group Inc. 2019 - Page 1
AR Devices: Grand Challengesand how open standards can help
Neil TrevettKhronos President, NVIDIA VP Developer Ecosystems
[email protected] | @neilt3d
Spatial Computing Workshop
© Khronos® Group Inc. 2019 - Page 2
Real World
Virtual World
RealReality
AugmentedReality
VirtualReality
Disruptive?
Virtual Reality has already ‘emerged’steady growth in
GamingLBE
TrainingMedical
Etc.
Mixed Reality is the same thing as Augmented Reality!
Mobile Phone/Tablet - based AR
See-through
optics AR
AR on today’s mobile phones good for demos and short experiences
See-through AR may eventually replace today’s mobile phones
AR/VR (XR) Adoption
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AR in Enterprise Today = $$
www.http://thearea.org/
Guided Task
Design Insights
Data Visualization
Remote Expert
Tablets and HoloLens already widely deployed in industrial and enterprise use cases
Less sensitive to cost and social factors that may hold back consumer AR
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OpticsResolution, brightness, field of view, focus accommodation, eyebox
SensorsPosition tracking, occlusion, lighting, eye-tracking, scene semantics, UI
Power ConsumptionAll day continuous
operation in small, socially acceptable form factor
InteroperabilityAcceleration API standards
Connectivity standardsContent standards
Content discoverability
See-Through AR Grand Challenges
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Real World Stereoscopic Display
Vergence–accommodation Conflict
Wide Field Of View Varifocal Near-Eye Display Using See-ThroughDeformable Membrane Mirrors, Proc. of IEEE VR 2017
http://telepresence.web.unc.edu/files/2017/01/Dunn_2017_TVCG_MembraneAR.pdf
Focus accommodation needed: 1) Avoid fatigue/nausea
2) Realistic mixing of real and virtual imagery
Focus Accommodation
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Daqri Smart glasses
HUDMonocular, no tracking
Single Focal Plane ARStereo, 6DOF positional tracking
Commercial See-Through Display Evolution
Magic Leap One$2,295
Nreal Light - CES 2019
Varifocal ARFocus Accommodation
?
Socially acceptable form factor - 85gSingle USB-C wire to processor pack1080P per eye52 degree FOVThree hour battery life$999
How can we delivervarifocal displays in a
mobile device
HoloLens 2 – MWC 2019Self-contained1080P per eye52 degree FOV
2-3 hour battery lifeHand and voice UI
$3,500
Vuzix Blade $999
Google Glass 2 $999
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True Holographic Display ResearchThrowing massive compute at overcome physical constraintsCreate light field using dynamic holograph Spatial Light Modulator
Reflect into eye using (static) see-through, holographic elementWith enough compute can adjust focal depth of every pixel
Can also correct for optical path aberrations & vision correction
Uses LOTS of GPU compute cycles to enable compact size and wide-FOVAcceleratable with standard GPU APIs
Maimone, et al., “Holographic Near-Eye Displays for Virtual and Augmented Reality”, SIGGRAPH 2017https://www.microsoft.com/en-us/research/wp-content/uploads/2017/05/holo_author.pdf
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Reducing Compute Load
4%
73%96%
iPhone 7Plus
27" DesktopMonitor
2016 VRHMD
Column1
20°
PeripheralPeripheral
Fove
al
Eye TrackingReduces rendering load - foveal rendering
Enables realistic focus cuesGaze based UI
Most HMD Pixels are Peripheral
Varjo VR-1February 2019
Hig-end XR HMDS beginning to use eye tracking
HoloLens 2
Magic Leap One
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OpticsResolution, brightness, field of view, focus accommodation, eyebox
SensorsPosition tracking, occlusion, lighting, eye-tracking, scene semantics, UI
Power ConsumptionAll day continuous
operation in small, socially acceptable form factor
InteroperabilityAcceleration API standards
Connectivity standardsContent standards
Content discoverability
See-Through AR Grand Challenges
© Khronos® Group Inc. 2019 - Page 10
Real-time GPU-accelerated Lighting CalculationsHigh-Quality Reflections, Refractions, and Caustics in Augmented Reality and
their Contribution to Visual CoherenceP. Kán, H. Kaufmann, Institute of Software Technology and Interactive Systems,
Vienna University of Technology, Vienna, Austriahttps://www.youtube.com/watch?v=i2MEwVZzDaA
Position tracking
Eye-tracking
3D Reconstruction
Environmental lighting
Occlusion
Scene semantics
Natural UI
Environmental SensingSolved
Unsolved
Environmental Occlusion
Machine Learning needed as problems
become ‘fuzzier’
https://dl.acm.org/citation.cfm?id=3275041
More compute cycles needed for inferencing
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OpticsResolution, brightness, field of view, focus accommodation, eyebox
SensorsPosition tracking, occlusion, lighting, eye-tracking, scene semantics, UI
Power ConsumptionAll day continuous
operation in small, socially acceptable form factor
InteroperabilityAcceleration API standards
Connectivity standardsContent standards
Content discoverability
See-Through AR Grand Challenges
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Silicon Acceleration
Everything runs on CPU
Power Efficiency and Battery LifeOffload Processors – such as GPUs - are
FASTER AND more power EFFICIENT than CPUs
Developers need graphics and compute APIs to efficiently access acceleration processors
Pokémon Go AR processing runs
on CPU
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Khronos Mission
Software
Silicon
Khronos is an open, member-driven industry consortium developing royalty-free standards, and vibrant ecosystems, to harness the power of silicon acceleration
for demanding graphics rendering and computationally intensive applications
Khronos members are industry leaders from around the world that join to safelycooperate - to advance their own businesses and the industry as a whole
© Khronos® Group Inc. 2019 - Page 14
Active Khronos Standards
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Vulkan – Now Available (Almost) Everywhere
XR-Related FeaturesNOW
Multi-GPU supportMultiview Rendering
Context priorityFront buffer rendering
IN DISCUSSIONVariable Rate Rendering
Tiled rendering (beam racing)XR Devices
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The Metaverse will be the Web!
https://xkcd.com/1367/
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ContentJavaScript, HTML, CSS, ...
WebGL Stack
JavaScript Middleware
CSS
JavaScript HTML5
Browser provides WebGL3D engine alongside other HTML5
technologies - no plug-in required
OS Provided Drivers WebGL uses native OpenGL
or OpenGL ES or Angle = OpenGL ES over DX
Content downloaded from the Web
Middleware provides accessibility for non-expert programmers
E.g. three.js library
Low-level WebGL API provides a powerful foundation for a rich
JavaScript middleware ecosystem
Reliable WebGL relies on work by
both GPU and Browser Vendors
->Khronos has the
right membership to enable that cooperation
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GPU
OpenCL for Heterogeneous Acceleration
FPGA DSP
Custom Hardware
GPUCPUCPUCPU
Application
Heterogeneous Compute Resources
OpenCL provides a programming and runtime framework for programming heterogeneous compute resourcesOpenCL C kernels are compiled and distributed across available processors under programmer control
Many mobile SOCs and Embedded Systems becoming increasingly heterogeneous
Autonomous vehicles, Vision and inferencingAugmented and Virtual Reality
Arm Compute Library
clDNN
OpenCL-accelerated Machine Learning Inferencing Compilers
SYCL-DNN
OpenCL-accelerated Machine Learning Libraries
Android NNAPI
TI Deep Learning Library (TIDL)VeriSilicon
Huawei Intel
Intel Synopsis MetaWare EV
OpenCL Hardware Implementations
OpenCL-accelerated Vision and Imaging Libraries
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Khronos OpenVX and NNEF for Inferencing
VisionNode
VisionNode
VisionNode
Downstream ApplicationProcessing
NativeCamera Control CNN Nodes
NNEF Translator converts NNEF representation into OpenVX Node Graphs
OpenVX High-level graph-based abstraction for Portable, Efficient Vision ProcessingOptimized OpenVX drivers created and shipped by processor vendors Can be implemented on almost any hardware or processorGraph can contain vision processing and NN nodes – for global optimization
Hardware Implementations
Performance comparable to hand-optimized, non-portable codeReal, complex applications on real, complex hardwareMuch lower development effort than hand-optimized code
Pow
er E
ffic
ienc
y
Computation Flexibility
Dedicated Hardware
GPUCompute
Multi-coreCPUX1
X10
X100
VisionDSPs
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OpticsResolution, brightness, field of view, focus accommodation, eyebox
SensorsPosition tracking, occlusion, lighting, eye-tracking, scene semantics, UI
Power ConsumptionAll day continuous
operation in small, socially acceptable form factor
InteroperabilityAcceleration API standards
Connectivity standardsContent standards
Content discoverability
See-Through AR Grand Challenges
© Khronos® Group Inc. 2019 - Page 21
Active Khronos Standards
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glTF – The JPEG of 3D!
Efficient, reliable transmissionBring 3D assets into 1000s of
apps and engines
glTF 2.0 – June 2017Native AND Web APIsPhysically Based Rendering
Metallic-Roughness and Specular-Glossiness
glTF 1.0 – December 2015Primarily for WebGL
Uses GLSL for materials
glTF spec development on open GitHub – get involved!
https://github.com/KhronosGroup/glTF
Compact to TransmitSimple and Fast to LoadDescribes Full Scenes
Runtime NeutralOpen and Extensible
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Sony 3D Creator
Oculus
Paint 3D
Collada2gltf FBX2glTF
gltf-vscode
glTF-validatorglTF-asset-generator
ExperienceApps / Engines
DiscoverRepositories
Drive DemandUsers
CreateTools
Windows Mixed Reality Home
Modo
Mixed Reality Viewer
3D BuilderPrep for 3D printing
OBJ2GLTF
glTF-Toolkit
Titania
glTF Reference Viewer
3D Live Object
Game Engines
Web Engines
3D Apps and Engines
VR / AR Apps and Engines
Productivity and Social Apps
Dedicated 3D Authoring Tools
Authoring Tools that Export 3D
VR / AR Authoring Tools
3D Scanning Tools
Convertors and Optimizers
Validation and Reference Tools
Ecosystem
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Khronos 3D Commerce Exploratory GroupKhronos 3D Commerce Exploratory GroupRetail AND Technology companies making virtual 3D
product representations possible on an industrial scale
Open to any company under NDA during exploratory phasehttps://www.khronos.org/exploratory/3d-commerce/
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Active Khronos Standards
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OpenXR – Solving VR/AR Fragmentation
Proprietary Engine
VR App
1
AR App
2
ARApp
4
VRApp
3
VR Device
1
VR Device
2
VR Device
3
VR Device
5
VR Device
4
After OpenXR Wide interoperability of XR apps and devices
VRApp
1
ARApp
2
ARApp
4
VRApp
3
Proprietary Engine
VR Device
1
VR Device
3
VR Device
5
VR Device
2
VR Device
4
Before OpenXRXR Market Fragmentation
Device Integration Layer
Application Interface
WebXR WebXR
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Companies Publicly Supporting OpenXR
OpenXR is a collaborative designIntegrating many lessons from proprietary ‘first-generation’ XR API designs
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Khronos APIs for XR
High-performance, low-latency 3D rendering and composition*
MultiviewContext priority
Front buffer renderingTiled rendering (beam racing)
Variable rate rendering
* OpenXR can be used with other 3D APIssuch as Direct3D, OpenGL and OpenGL ES
Display, composition and
optical correction parameters
Application or Engine
Cross-platform access to XR HMDs and sensors
XR application lifecycleFrame timing and display compositionSensor tracking and pose calculationInput device discovery and events
Haptics Control
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OpenXR Win-Win-Win
XR VendorsCan bring more applications onto their platform by leveraging the OpenXR content ecosystem
XR ISVsCan easily ship on more platforms for increased market reach
XR End-UsersCan run the apps they want on their system – reducing market confusion and increasing consumer confidence
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Bringing XR to the WebWeb XR Apps
WebXR
Native XR Apps
System-exposed AR Capabilities
3D Engines 3D Engines
Close ongoing collaboration between
WebXR and OpenXR
Khronos providing the foundation for 3D and
XR in the Web and native stacks
Future versions of OpenXR will include
cross-platform extended AR functionality
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XR and 5GLeveraging High Bandwidth and Low Latency
Wireless mobile device with display and sensors
Image: Nreal
MEC Server
Content RequestsLocation
Apps3D Assets
Rich Sensor Data
Generated Augmentations &
Scenes
OpenXR APIs can hide the 5G round trip from applications
MEC (Multi-access Edge Computing) Server 1. Processes sensor data, including machine learning for environmental
lighting, occlusion, scene semantics, object reconstruction and UI2. Generates imagery from 3D models, including stereo, foveal
rendering, ray-tracing, optics pre-distortion, varifocal processing
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Any Questions?• Opportunities for VR and AR are here today!
- Mainly in enterprise today, disruptive consumer AR coming
• Standards will be key to pervasive XR- Compute, XR and content interoperability
• 5G can help accelerate XR deployment- Offload significant processing from mobile XR devices- Lightweight devices with high-bandwidth, low-latency link to Edge Computing
• Khronos is creating cutting-edge royalty-free open standards- For 3D, VR/AR, Compute, Vision and machine learning- Any company welcome to join and help steer the direction of the industry
• More Information- www.khronos.org- [email protected] @neilt3d