Upload
white-nights-conference
View
703
Download
0
Embed Size (px)
Citation preview
1
Enabling Mobile Virtual Reality
Nizar Romdan
Director of Developer Ecosystem
13th October 2015
2
About ARM
3
About ARM Apps Processor
Cortex-A5
Cortex-A9
Cortex-A15
Cortex-A7
Mali™-400
Mali-T760
Mali-450
Mali-T604
Cortex-A17 Mali-T720
Mali-V500
Mali-DP500
Power Mgmt
Cortex-M3
Cortex-M0 Bluetooth Cortex-M3
Cortex-M0
Cellular Modem
Cortex®-R4
Cortex-R5
Cortex-R7
WiFi
Cortex-M4
SIM
SecurCore® SC300™
GPS
Cortex-M3
Cortex-M0
Flash Controller
Cortex-M3
Touchscreen
& Sensor Hub
Cortex-M0
Cortex-M3
Cortex-M4
Sensor Hub
Cortex-M0+
Camera
Cortex-M3
4
The ARM Business Model
2-3 years ARM research
and development
Cost
incurred
2-3 years Partner chip
development
License
revenue
$
20+ years Multiple applications
development and sales
Royalty
revenue
$
5
2020 Opportunity in Mobile Computing
Mid-Range
Smartphone
Entry-Level
Smartphones
Premium
Smartphone
650m devices in 2020
450m devices in 2020
1,000m devices in 2020
Laptops
and 2-in-1s
250m devices in 2020
Tablets
450m devices in 2020
Source: Gartner and ARM estimates
6
Introducing Virtual Reality
7
Real presence scales emotions 10x
The feeling of actually being there
8
VR is not new – People were discussing VR the 90’s
Expensive and bulky hardware
Inadequate technology offered limited graphics capabilities
Virtuality – Sega VR – Nintendo Virtual Boy
VR is now accessible
Emergence of low-cost hardware based on existing platforms
Mobile platforms offering console-like performance offering
more realism
VR is about immersing users into Virtual worlds
All the virtual world is graphically rendered
Introducing Virtual Reality Virtuality
Sega VR
9
VR Use Cases
Games Experiences Training
Education TV/Film Advertising
10
Virtual Reality Segmentation
Samsung Gear VR Zeiss VR One Google Cardboard
Oculus Rift Sony Morpheus HTC Vive (Steam VR)
Mobile
Desktop/Console
11
Headset based on Smartphone
Partnership between Samsung Mobile & Oculus
First version for Galaxy Note 4 (Mali-T760)
Second version for Galaxy S6 (Mali-T760)
Resolution 1080p – 60 Hz
First VR appstore
Introducing GearVR
12
VR Opportunities Could Hit $30B by 2020 – Likely to be mainly from Gaming & Hardware
13
Stereoscopic Display (via headset) – Providing wearer with a sense of depth
Render left eye and right eye independently
Barrel distortion effect applied to rendered output via post processing
Sensor input for head-tracking – To add realism to the output image
Sensor input for interaction (hands-tracking) – To provide an immersive experience
How Virtual Reality Works
Left eye
Right eye
Eye gap (IPD)
Left eye Right eye
Lens
Lens
2x CPU
Processing
2x Vertex
processing
Increased Fragment
Processing
14
ARM Ice Cave VR Demo
High-end graphical showcase in Virtual Reality
Developed in Unity 5.0
Dynamic Lighting using Geomerics Enlighten Reflections, refractions, soft shadows, …
Camera streaming from GearVR device to another device (other people can see what the player is doing)
Screenshots from Samsung Galaxy S6
15
ARM VR Ecosystem
VR HARDWARE VR MIDDLEWARE & TOOLS VR CONTENT
16
Availability
v0.1 draft available now under http://malideveloper.arm.com/resources/sdks/
v1.0 planned for March’16 @ GDC’16
V0.1 Features
Tutorial – Introduces the concepts of stereoscopic vision
Fundamentals of stereoscopic rendering
Calibration
Effects of lenses and methods for correcting lens distortion in software
Sample code – Runs on any Mali-based Android device
Eye separation – Viewing distance – Size of screen – Lens separation
ARM Mali VR SDK under Development
17
Thank You!
malideveloper.arm.com
Special thanks to Patrick O'Luanaigh