Nizar Romdhane, ARM

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1 Enabling Mobile Virtual Reality Nizar Romdan Director of Developer Ecosystem 13th October 2015

Transcript of Nizar Romdhane, ARM

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Enabling Mobile Virtual Reality

Nizar Romdan

Director of Developer Ecosystem

13th October 2015

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About ARM

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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

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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

$

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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

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Introducing Virtual Reality

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Real presence scales emotions 10x

The feeling of actually being there

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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

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VR Use Cases

Games Experiences Training

Education TV/Film Advertising

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Virtual Reality Segmentation

Samsung Gear VR Zeiss VR One Google Cardboard

Oculus Rift Sony Morpheus HTC Vive (Steam VR)

Mobile

Desktop/Console

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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

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VR Opportunities Could Hit $30B by 2020 – Likely to be mainly from Gaming & Hardware

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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

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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

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ARM VR Ecosystem

VR HARDWARE VR MIDDLEWARE & TOOLS VR CONTENT

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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

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Thank You!

malideveloper.arm.com

Special thanks to Patrick O'Luanaigh