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W W W . E N V R M N T . C O M
Raheel Khalid - @rkhalid890
A game industry and operating systems veteran
that serves as the Chief Engineer for Verizon Labs.
Using years of experience in building large scale
game engines and graphics platforms I work to
architect and set the technical vision for Verizon's
future in VR & AR streaming services
2
www.envrmnt.com
About us
What we do at Envrmnt
4
Expertise and
Distribution
Envrmnt is built with
democratization of creation
and distribution in mind so
that creating and viewing VR
is as easy as flipping
channels.
T h e c re a t i o n o f A R a n d V R
experiences currently requires some
knowledge of game development and
in many cases experience in 3D
content creation or computer vision
Once created, creators struggle to get
users to try experiences that are often
only a few minutes in length, but
require massive downloads and
lengthy installs.
Latency and
Bandwidth
It is generally accepted that the
greatest acceptable time it takes to
update the screen from a user’s
movement is roughly 20ms. This is
referred to as motion-to-photon
latency.
Typical displays on VR/AR devices
have a refresh rate of between 60Hz
and 90Hz or 16.66ms to 11.11ms.
This is the time to update pixels on a
screen.
The fastest networks in the US
provide 40-200ms latency round trip. 



On 5G, however, there is a
theoretical single ms latency.
6
ENVRMNT’S TECHNOLOGY ADVANTAGE
Envrmnt focuses on enabling enterprises to rapidly deliver scalable and ubiquitous XR experiences without
the need for an experienced development staff.
Streaming AR/VR graphics engine
decodes experiences on the fly
without the need for massive
downloads. This enables enterprises
to rapidly scale AR/VR experiences
across Android, iOS, and the web.
Streaming SDK
Cloud Hosting, CDN, Intelligent
Edge & 5G enables the processing
and delivery of AR/VR experiences
across a wide range of platforms
and devices enabling the “near
instant” deployment of new
content to mobile or web.
Verizon Tech
Envrmnt Creator - A Web self-service
‘drag and drop’ tools, powered by
Envrmnt’s technology platforms,
allow existing marketing or IT
resources to create their own AR/VR/
360 experiences with a few simple
clicks.
Self-Service Tools
7
www.envrmnt.com
AR DESIGNER
AR Designer is an easy-to-use drag and drop tool that
lets anyone build AR experiences and deliver them to
their customer base by integrating Envrmnt SDK into
mobile apps.
This tool can be leveraged to promote brands and
monetize via on-demand content and integration with
e-commerce platforms.
Augmented
Reality
360 Live Streaming
Stream 360 live content and include transitions
from 2D to 360 videos .
Videos, Games & 3D Objects
Incorporate interactive features, such as mini-
games and animated 3D objects.
5G Mobile Edge Compute
Deliver superior AR experiences via faster
network transmission and ultra-low latency.
WORLD MAKER
WorldMaker is a powerful drag and drop tool that lets
anyone create and modify immersive streaming virtual
spaces, impacting players in real time and providing
rich communication services.
This tool can be used to promote brands and services
or monetize via subscriptions, on-demand content,
micro-transactions or dynamic advertising.
Navigable and Social Experiences
Customized Worlds
Any Platform
Streaming in Real Time
VR Monetization
Customer Data
Virtual
Reality
9
STREAMING XR!
Envrmnt set out to deliver a scalable
infrastructure that is modular, fast and
accessible.
The pipeline allows for massively scalable distribution
and uses machine learning to deliver more effectively
over time.
Edge compute appliances deployed at our CDN and
last mile network are designed specifically to offload
AI, compute, vision and render while allowing
composition and hyper latency sensitive activities to
still happen on device through our custom rendering
engine.
XR Monetization
Streaming in Real Time
Cross-platform
Logic can change on the fly
Data is chunked, transient and adaptive
Virtual + Augmented
Reality
10
UNIQUELY DESIGNED FOR
THE EDGE
Distribution and acceleration are enabled
by sharing responsibilities with last mile
compute resources
Network based streaming approaches are specially
able to leverage edge computing for offload of
specific tasks enabling next generation performance
on embedded devices with limited capabilities.
Envrmnt works to create edge services and tools
specifically for OTT consumption on any network.
Enable customers with richer experiences
Perform complex functions on the edge
Reach wider audiences
Deliver high performance experiences
seamlessly
Deliver resources intelligently
Virtual + Augmented
Reality
Designing for the
Mobile Edge
12
INTELLIGENT EDGE BY
VERIZON + ENVRMNT
AR and VR is uniquely suited to leverage
Edge Computing
The boundaries of compute and latency on AR and VR
can quickly fade away when leveraging next
generation networks.
In these use cases we begin to focus on offloading
and amortizing the heaviest tasks to nodes that are
only a hop away
Reduce costs for users and providers
Low latency, high bandwidth networks allow
offloading of tasks that were local only
Utilize vast amounts of compute and VRAM
to push lightweight devices further
Data and scene formats specifically
designed for cache and reuse on the edge
Mobile Edge
Compute
13
VIEWPORT
RENDER
Move enterprise and gaming applications
to the edge.
Viewport render is the traditional method of hosting a
desktop or client application on a server and providing
a remote client to an end user.
In this paradigm we allow users to reduce the cost of
end user devices and virtualize user sessions.
Generally high cost, low return.
Ideal for CPU bound applications and
casual, latency-tolerant gaming.
Empower workforces and simplify enterprise
management.
Simple to host virtual sessions. Scales on
CPU, but not GPU.
Mobile Edge
Compute
14
ENVRMNT EDGE SOLUTIONS:
ENABLING NEW POSSIBILITIES
XR is positioned to get a sizable boost
from Edge Computing
Envrmnt set out to find new use cases that were not
possible without edge compute. Specifically, XR use
cases where clients have limited hardware and
extreme latency requirements.
Envrmnt Edge Solutions are purpose built edge
services that can be deployed over the top to enhance
the XR experience for customers.
Edge Solutions include consumable API’s and SDK’s
designed for edge compute including:

1.Real Time Computer Vision for XR
2.XR Rendering and Lighting
3.Spatial Rendering for Immersive Audio
4.Hybrid Rendering for Graphics
Mobile Edge
Compute
15
ENVRMNT HYBRID RENDERING
FOR GRAPHICS
Provide a graphical boost to games and
simulations
Hybrid graphics rendering offloads the most
computationally heavy rendering tasks and allows
them to be served by an edge based renderer.
By offloading lighting, shadows and PBR materials on
the edge and blending them with client side
compositing and rendering a significant graphics boost
is achieved without sacrificing motion to photon
latency and failing gracefully when your edge
connection is compromised.
Designed to scale on an edge system Envrmnt Hybrid
Graphics Rendering Services is a one-of-a-kind
solution that allows for true GPU slicing and non-
linear scaling for users.
Mobile Edge
Compute
17
PROJECT
HELIOS
Project Helios is the first game
benchmark designed to stress what is
possible on the edge.
Designed specifically to stress mobile VR to its limits
project Helios is a space shooter that takes a user on a
high speed dynamic mission through the insides of a
space station.
Filled with reflective surfaces, lights and dynamic
shadows, Helios is built to demonstrate what is possible
with and without an edge rendering solution.
Maintaining zero lag on a mobile VR headset while firing
dynamic lights in a corridor, Helios stresses what is
possible when graphics compute is amortized.
Reduce costs for users and providers by
scaling intelligently.
Optimized for mobile with graceful fallback
Low motion to photon latency.
Mobile Edge
Compute
18
ENVRMNT XR RENDERING
AND LIGHTING
AR and XR use cases come alive when
real world lighting and scene data is
used to render and blend the augmented
with the actual world.
Using computer vision and hybrid rendering Envrmnt
XR rendering uses real world scene data to ensure
augmentations are high fidelity and seamless.
Utilizing low latency connections to our edge service,
we allow for realistic rendering that matches the
world around it.
Relight your augments and render them with
stunning reflections, physical based rendering and
shadows.
Mobile Edge
Compute
19
ENVRMNT EDGE VISION: REAL-
TIME COMPUTER VISION FOR XR
Computer Vision has traditionally been
bound by VRAM and GPU compute.
Computer vision is a crucial part of augmented and
extended reality. When used for identification, tracking /
pose estimation and analytics devices have been
restricted by on-device GPUs or time it takes for
backend servers to crunch algorithms
Envrmnt Edge Vision is a solution that breaks the
boundaries of computer vision to make it responsive in
real time. Using highly parallel GPU compute, Envrmnt
can recognize and augment large quantities of targets in
real time.
Mobile Edge
Compute
20
ENVRMNT EDGE: SPATIAL
RENDERING FOR IMMERSIVE AUDIO
Audio is often overlooked, but is one of
the most crucial elements to immersion
in XR
Audio processing is incorrectly overlooked when it
comes to XR experiences. Proper XR audio is
spatialized and painstakingly designed to reflect head
rotation, attenuation, occlusion and material
properties of a room. Even voice and ambient effects
are greatly benefitted by edge offloading.
Envrmnt Spatial Rendering is designed to take
expensive room modeling and audio calculations and
push them into the cloud for highly immersive audio
rendering that doesn’t impact your performance or
battery life.
Mobile Edge
Compute
21
ENVRMNT EDGE
SOLUTIONS
Over the top solutions built specifically
for real world edge systems.
Envrmnt Edge Solutions offer deployable common sense
services to enhance existing workflows and help users
see the power of the Edge Network.
Available to anyone as network agnostic API’s and
SDK’s

• Real Time Computer Vision for XR
• XR Rendering and Lighting
• Spatial Rendering for Immersive Audio
• Hybrid Rendering for Graphics
Mobile Edge
Compute
22
Contact us
Stay in touch
with us
20 Independence Blvd
3rd Floor, Warren
NJ 07059, USA
info@envrmnt.com
www.envrmnt.com
@EnvrmntNews
Confidential and proprietary materials for authorized Verizon personnel and outside agencies
only. Use, disclosure or distribution of this material is not permitted to any unauthorized
persons or third parties except by written agreement.
23
Thank You.
24
STREAMING XR?
Users should be able to instantly move
between experiences without waiting
We define streaming XR as a method of distributing
logic/assets in a format where it can be created,
distributed and cached without the need of
downloading first or installing.
Navigable and Social Experiences
Real time world changes
Any Platform
Streaming in Real Time
VR Monetization
Customer Data
Multiplayer
Virtual + Augmented
Reality
25
KEY METRICS ON
THE EDGE
Edge Networks are primarily defined by
offering compute closer to the user.
The principle features of the edge are low latency,
high bandwidth offload to large amounts of compute
power.
Currently, edge computing is expensive and we need
to find use cases that are latency sensitive and
compute heavy. These are typically scenarios that are
GPU bound. Real world scenarios also requires
graceful fall back for when the edge is not available.
Typical edge use cases include:
1. Augmented or Merged Reality
2. Virtual Reality
3. Computer Vision
4. Gaming
5. Artificial Intelligence
6. Internet of Things
Mobile Edge
Compute
26
HELIOS
BENCHMARK
The Helios Benchmark is available as a
Unity project that allows solution
providers to test a consistent set of
metrics against a standard high
performance mobile VR experience.
The Helios Benchmark is available to all providers as an
open source game framework that uses a uniform set of
rendering techniques intentionally designed to tax a
mobile VR device.
Creators can now take the Helios Challenge and port the
experience to their edge infrastructure while getting
onboard diagnostics and edge measurements.
Reduce costs for users and providers by
scaling intelligently.
Optimized for mobile with graceful fallback
Low motion to photon latency.
Mobile Edge
Compute

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Raheel Khalid (Envrmnt by Verizon): Cloud XR Experience on 5G with Mobile Edge Networks

  • 1. W W W . E N V R M N T . C O M
  • 2. Raheel Khalid - @rkhalid890 A game industry and operating systems veteran that serves as the Chief Engineer for Verizon Labs. Using years of experience in building large scale game engines and graphics platforms I work to architect and set the technical vision for Verizon's future in VR & AR streaming services 2 www.envrmnt.com
  • 3. About us What we do at Envrmnt
  • 4. 4 Expertise and Distribution Envrmnt is built with democratization of creation and distribution in mind so that creating and viewing VR is as easy as flipping channels. T h e c re a t i o n o f A R a n d V R experiences currently requires some knowledge of game development and in many cases experience in 3D content creation or computer vision Once created, creators struggle to get users to try experiences that are often only a few minutes in length, but require massive downloads and lengthy installs.
  • 5. Latency and Bandwidth It is generally accepted that the greatest acceptable time it takes to update the screen from a user’s movement is roughly 20ms. This is referred to as motion-to-photon latency. Typical displays on VR/AR devices have a refresh rate of between 60Hz and 90Hz or 16.66ms to 11.11ms. This is the time to update pixels on a screen. The fastest networks in the US provide 40-200ms latency round trip. 
 
 On 5G, however, there is a theoretical single ms latency.
  • 6. 6 ENVRMNT’S TECHNOLOGY ADVANTAGE Envrmnt focuses on enabling enterprises to rapidly deliver scalable and ubiquitous XR experiences without the need for an experienced development staff. Streaming AR/VR graphics engine decodes experiences on the fly without the need for massive downloads. This enables enterprises to rapidly scale AR/VR experiences across Android, iOS, and the web. Streaming SDK Cloud Hosting, CDN, Intelligent Edge & 5G enables the processing and delivery of AR/VR experiences across a wide range of platforms and devices enabling the “near instant” deployment of new content to mobile or web. Verizon Tech Envrmnt Creator - A Web self-service ‘drag and drop’ tools, powered by Envrmnt’s technology platforms, allow existing marketing or IT resources to create their own AR/VR/ 360 experiences with a few simple clicks. Self-Service Tools 7 www.envrmnt.com
  • 7. AR DESIGNER AR Designer is an easy-to-use drag and drop tool that lets anyone build AR experiences and deliver them to their customer base by integrating Envrmnt SDK into mobile apps. This tool can be leveraged to promote brands and monetize via on-demand content and integration with e-commerce platforms. Augmented Reality 360 Live Streaming Stream 360 live content and include transitions from 2D to 360 videos . Videos, Games & 3D Objects Incorporate interactive features, such as mini- games and animated 3D objects. 5G Mobile Edge Compute Deliver superior AR experiences via faster network transmission and ultra-low latency.
  • 8. WORLD MAKER WorldMaker is a powerful drag and drop tool that lets anyone create and modify immersive streaming virtual spaces, impacting players in real time and providing rich communication services. This tool can be used to promote brands and services or monetize via subscriptions, on-demand content, micro-transactions or dynamic advertising. Navigable and Social Experiences Customized Worlds Any Platform Streaming in Real Time VR Monetization Customer Data Virtual Reality
  • 9. 9 STREAMING XR! Envrmnt set out to deliver a scalable infrastructure that is modular, fast and accessible. The pipeline allows for massively scalable distribution and uses machine learning to deliver more effectively over time. Edge compute appliances deployed at our CDN and last mile network are designed specifically to offload AI, compute, vision and render while allowing composition and hyper latency sensitive activities to still happen on device through our custom rendering engine. XR Monetization Streaming in Real Time Cross-platform Logic can change on the fly Data is chunked, transient and adaptive Virtual + Augmented Reality
  • 10. 10 UNIQUELY DESIGNED FOR THE EDGE Distribution and acceleration are enabled by sharing responsibilities with last mile compute resources Network based streaming approaches are specially able to leverage edge computing for offload of specific tasks enabling next generation performance on embedded devices with limited capabilities. Envrmnt works to create edge services and tools specifically for OTT consumption on any network. Enable customers with richer experiences Perform complex functions on the edge Reach wider audiences Deliver high performance experiences seamlessly Deliver resources intelligently Virtual + Augmented Reality
  • 12. 12 INTELLIGENT EDGE BY VERIZON + ENVRMNT AR and VR is uniquely suited to leverage Edge Computing The boundaries of compute and latency on AR and VR can quickly fade away when leveraging next generation networks. In these use cases we begin to focus on offloading and amortizing the heaviest tasks to nodes that are only a hop away Reduce costs for users and providers Low latency, high bandwidth networks allow offloading of tasks that were local only Utilize vast amounts of compute and VRAM to push lightweight devices further Data and scene formats specifically designed for cache and reuse on the edge Mobile Edge Compute
  • 13. 13 VIEWPORT RENDER Move enterprise and gaming applications to the edge. Viewport render is the traditional method of hosting a desktop or client application on a server and providing a remote client to an end user. In this paradigm we allow users to reduce the cost of end user devices and virtualize user sessions. Generally high cost, low return. Ideal for CPU bound applications and casual, latency-tolerant gaming. Empower workforces and simplify enterprise management. Simple to host virtual sessions. Scales on CPU, but not GPU. Mobile Edge Compute
  • 14. 14 ENVRMNT EDGE SOLUTIONS: ENABLING NEW POSSIBILITIES XR is positioned to get a sizable boost from Edge Computing Envrmnt set out to find new use cases that were not possible without edge compute. Specifically, XR use cases where clients have limited hardware and extreme latency requirements. Envrmnt Edge Solutions are purpose built edge services that can be deployed over the top to enhance the XR experience for customers. Edge Solutions include consumable API’s and SDK’s designed for edge compute including:
 1.Real Time Computer Vision for XR 2.XR Rendering and Lighting 3.Spatial Rendering for Immersive Audio 4.Hybrid Rendering for Graphics Mobile Edge Compute
  • 15. 15 ENVRMNT HYBRID RENDERING FOR GRAPHICS Provide a graphical boost to games and simulations Hybrid graphics rendering offloads the most computationally heavy rendering tasks and allows them to be served by an edge based renderer. By offloading lighting, shadows and PBR materials on the edge and blending them with client side compositing and rendering a significant graphics boost is achieved without sacrificing motion to photon latency and failing gracefully when your edge connection is compromised. Designed to scale on an edge system Envrmnt Hybrid Graphics Rendering Services is a one-of-a-kind solution that allows for true GPU slicing and non- linear scaling for users. Mobile Edge Compute
  • 16.
  • 17. 17 PROJECT HELIOS Project Helios is the first game benchmark designed to stress what is possible on the edge. Designed specifically to stress mobile VR to its limits project Helios is a space shooter that takes a user on a high speed dynamic mission through the insides of a space station. Filled with reflective surfaces, lights and dynamic shadows, Helios is built to demonstrate what is possible with and without an edge rendering solution. Maintaining zero lag on a mobile VR headset while firing dynamic lights in a corridor, Helios stresses what is possible when graphics compute is amortized. Reduce costs for users and providers by scaling intelligently. Optimized for mobile with graceful fallback Low motion to photon latency. Mobile Edge Compute
  • 18. 18 ENVRMNT XR RENDERING AND LIGHTING AR and XR use cases come alive when real world lighting and scene data is used to render and blend the augmented with the actual world. Using computer vision and hybrid rendering Envrmnt XR rendering uses real world scene data to ensure augmentations are high fidelity and seamless. Utilizing low latency connections to our edge service, we allow for realistic rendering that matches the world around it. Relight your augments and render them with stunning reflections, physical based rendering and shadows. Mobile Edge Compute
  • 19. 19 ENVRMNT EDGE VISION: REAL- TIME COMPUTER VISION FOR XR Computer Vision has traditionally been bound by VRAM and GPU compute. Computer vision is a crucial part of augmented and extended reality. When used for identification, tracking / pose estimation and analytics devices have been restricted by on-device GPUs or time it takes for backend servers to crunch algorithms Envrmnt Edge Vision is a solution that breaks the boundaries of computer vision to make it responsive in real time. Using highly parallel GPU compute, Envrmnt can recognize and augment large quantities of targets in real time. Mobile Edge Compute
  • 20. 20 ENVRMNT EDGE: SPATIAL RENDERING FOR IMMERSIVE AUDIO Audio is often overlooked, but is one of the most crucial elements to immersion in XR Audio processing is incorrectly overlooked when it comes to XR experiences. Proper XR audio is spatialized and painstakingly designed to reflect head rotation, attenuation, occlusion and material properties of a room. Even voice and ambient effects are greatly benefitted by edge offloading. Envrmnt Spatial Rendering is designed to take expensive room modeling and audio calculations and push them into the cloud for highly immersive audio rendering that doesn’t impact your performance or battery life. Mobile Edge Compute
  • 21. 21 ENVRMNT EDGE SOLUTIONS Over the top solutions built specifically for real world edge systems. Envrmnt Edge Solutions offer deployable common sense services to enhance existing workflows and help users see the power of the Edge Network. Available to anyone as network agnostic API’s and SDK’s
 • Real Time Computer Vision for XR • XR Rendering and Lighting • Spatial Rendering for Immersive Audio • Hybrid Rendering for Graphics Mobile Edge Compute
  • 22. 22 Contact us Stay in touch with us 20 Independence Blvd 3rd Floor, Warren NJ 07059, USA info@envrmnt.com www.envrmnt.com @EnvrmntNews
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  • 24. 24 STREAMING XR? Users should be able to instantly move between experiences without waiting We define streaming XR as a method of distributing logic/assets in a format where it can be created, distributed and cached without the need of downloading first or installing. Navigable and Social Experiences Real time world changes Any Platform Streaming in Real Time VR Monetization Customer Data Multiplayer Virtual + Augmented Reality
  • 25. 25 KEY METRICS ON THE EDGE Edge Networks are primarily defined by offering compute closer to the user. The principle features of the edge are low latency, high bandwidth offload to large amounts of compute power. Currently, edge computing is expensive and we need to find use cases that are latency sensitive and compute heavy. These are typically scenarios that are GPU bound. Real world scenarios also requires graceful fall back for when the edge is not available. Typical edge use cases include: 1. Augmented or Merged Reality 2. Virtual Reality 3. Computer Vision 4. Gaming 5. Artificial Intelligence 6. Internet of Things Mobile Edge Compute
  • 26. 26 HELIOS BENCHMARK The Helios Benchmark is available as a Unity project that allows solution providers to test a consistent set of metrics against a standard high performance mobile VR experience. The Helios Benchmark is available to all providers as an open source game framework that uses a uniform set of rendering techniques intentionally designed to tax a mobile VR device. Creators can now take the Helios Challenge and port the experience to their edge infrastructure while getting onboard diagnostics and edge measurements. Reduce costs for users and providers by scaling intelligently. Optimized for mobile with graceful fallback Low motion to photon latency. Mobile Edge Compute