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© Copyright Khronos Group 2017 - Page 1
Standards for VR
(& AR) AdoptionNeil Trevett | Khronos President
NVIDIA VP Developer Ecosystem
[email protected] | @neilt3d
© Copyright Khronos Group 2017 - Page 2
The Need for VR Standards
Vertically Integrated
One-off Solutions High-volume Consumer Platforms
Consumer platforms have insatiable need for content
to drive demand - can’t afford silo’d content!
Consumer confidence – will my device run the content
I want? Avoid Betamax vs. VHS Syndrome!
Interoperability standards so content
can be easily created to run on all
VR devices!
VR/AR will build on a
constellation of standards
HMD Connectivity Wireless connectivity and security
VR Video Formats Acceleration APIs VR in the Browser
© Copyright Khronos Group 2017 - Page 3
Khronos APIs Connect Software to Silicon
Software
Silicon
Khronos is an International Industry Consortium of over 100 companies creating
royalty-free, open standard APIs to enable software to access hardware acceleration for
3D graphics, Virtual and Augmented Reality, Parallel Computing,
Neural Networks and Vision Processing
© Copyright Khronos Group 2017 - Page 4
Why VR/AR Needs Standard Acceleration APIs
Platform
Fragmentation
Silicon
Acceleration
Without API Standards With API Standards
Application
Portability
Everything
runs on CPU
Standard Acceleration APIs provide PERFORMANCE, POWER AND PORTABILITY
© Copyright Khronos Group 2017 - Page 5
Consequences of Not Enough Acceleration
© Copyright Khronos Group 2017 - Page 6
Native Acceleration APIs for VR/XR
Vision
sensor(s)
Tracking and
Positioning
Geometric scene
reconstruction
Semantic scene
understanding
(Neural Networks)
Generate Low Latency 3D
Content and Augmentations
Interact with sensor, haptic
and display devices
Download 3D
augmentation object
and scene data
VR/AR Application
© Copyright Khronos Group 2017 - Page 7
Khronos 3D APIs Powering AR/VR Rendering
3D on millions of mobile VR devices
OpenGL ES 3.2 released August 2015
Rich Desktop VR Functionality
OpenGL 4.4 released July 2013
The future of explicit, high-performance,
low-latency VR Rendering
Vulkan 1.0 released February 2016
Available on diverse platforms
Powering WebVR in browsers
WebGL 2.0 Released February 2017
© Copyright Khronos Group 2017 - Page 8
Latest Vulkan Functionality
Vulkan 1.0.42 released with new extension sets
Vulkan 1.0.42 with
new extension sets
Explicit Building Blocks for VR
MultiviewEfficiently Render geometry to multiple surfaces
Each with its own viewing parameters
E.g. render stereo pairs or environment maps
Resource Sharing Share memory and synchronization primitives
Works across process and instance boundaries
Descriptor UpdatesUpdate resource references between
draw or compute dispatch calls
Efficiently repeatedly update fixed set of resources
Explicit Building Blocks for Multi-GPU
Works with NVIDIA SLI and AMD CrossfireDoes NOT support dGPU/iGPU
“Device Group” is set of physical devicesActs as single logical device
Access separate GPUs only for explicit controlMemory allocation and binding resources
Command Buffer Recording/Submission
Synchronization
Enables a variety of operating modesAFR (alternate frame), SFR (Sequential frame)
VR SLI Stereo view rendering
Shipped 1.0.42 beta drivers on the day the specifications were released PLUS building block Vulkan
extensions for VRWorks on Maxwell and Pascal
© Copyright Khronos Group 2017 - Page 9
OpenXR – Solving AR/VR Fragmentation
Proprietary
Engine
VR App
1
VR App
2
VRApp
4
VRApp
3
VR Device
1
VR Device
2
VR Device
3
VR Device
5
VR Device
4
After OpenXR Wide Interoperability of
VR Apps and Devices
VR App
1
VR App
2
VRApp
4
VRApp
3
Proprietary
Engine
VR Device
1
VR Device
3
VR Device
5
VR Device
2
VR Device
4
Before OpenXRVR Market
Fragmentation
Device Layer
Application Interface
Device DiscoveryDevice Events
Sensor tracking
HapticsParameters for
optics corrections
© Copyright Khronos Group 2017 - Page 10
OpenXR Working Group Members
Design work started in December 2016
Typically 12-18 months to develop a V1.0 specification
© Copyright Khronos Group 2017 - Page 11
OpenXR and VR Run-times – a Win-Win
VR Run-time
Application Interface
ProprietaryAPIs
Extensions
Device Layer
ProprietaryDriver
InterfacesExtensions
Access to any
OpenXR Application
Access to any
OpenXR Device
Any successful standard encourages and
enables healthy industry competition
OpenXR will not replace
VR run-times – or outlaw existing
interfaces
OpenXR will simply provide cross-vendor
APIs that can be exposed by a runtime to
access more apps and devices
OpenXR for portable
AR/VR apps and devices –
with initial focus on VR
© Copyright Khronos Group 2017 - Page 12
Layered Ecosystem and VR in the Web
Applications
Web Middleware
Native Middleware
Browser APIs
Native APIs
3D Web Apps VR Web AppsNative VR Apps
VR and AR in the Web
=
‘The Metaverse’
© Copyright Khronos Group 2017 - Page 13
glTF – Cross-Platform 3D Assets
glTF – OpenGL Transmission FormatEfficient transmission of 3D assets
Laugh Engine running on Vulkanhttps://github.com/jian-ru/laugh_engine
Now glTF 2.0 has PBR!Cool, portable materials
Rendering API independence
Coming to Microsoft Office!
glTF enables portable,
efficient, sophisticated 3D
assets for all 3D applications
© Copyright Khronos Group 2017 - Page 14
Please Get Involved!• These slides and information on all these standards at Khronos
- www.khronos.org
•Any company or organization is welcome to join Khronos
- For a voice and a vote in any of these standards
• Khronos is driving to new levels of community engagement
- Specifications and resources increasingly open for industry input and feedback
•Neil Trevett
- @neilt3d