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On-device motion
tracking for immersive
mobile VR
Qualcomm Technologies, Inc.
August 2017
Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc.
2
Taking the lead in XR
Building on our mobile VR/AR innovation and leadership
XR
AR
VR
MR
3
Taking the lead in XR
Building on our mobile VR/AR innovation and leadership
Healthcare
Industrial & manufacturing
Education
Military
Retail
Engineering
Marketing & advertising
Emergency response
XR
Entertainment
4
XR technologies and use cases evolve from mobile
VR usage primarily comes from console/TV/PC, but it’s also moving towards AR
VR HMD
AR glasses
Desktop PC
Gaming consoles
TV
Smartphone
Laptop
Landline PDA
Handheld gaming
Camera
5
VR will provide the ultimate level of immersion
Creating physical presence in real or imagined worlds: Intuitive interactions required
Interactions
So intuitive that they
become second nature
Sounds
So accurate that
they are true to life
Visuals
So vibrant that they are eventually
indistinguishable from the real world
6
Visual
quality
Sound
quality
Intuitive
interactions
Immersive virtual reality has extreme requirements
Achieving full immersion at low power to enable a comfortable, sleek form factor
Immersion
High resolution audio
Up to human hearing capabilities
3D audio
Realistic 3D, positional, surround
audio that is accurate to the real world
Precise motion tracking
Accurate on-device motion tracking
Minimal latency
Minimized system latency
to remove perceptible lag
Natural user interfaces
Seamlessly interact with VR using
natural movements, free from wires
Extreme pixel quantity and quality
Screen is very close to the eyes
Spherical view
Look anywhere with a
full 360° spherical view
Stereoscopic display
Humans see in 3D
7
3-DoF vs. 6-DoF
• “In which direction am I looking”
• Detect rotational head movement
• Look around the virtual world from a fixed point
3 degrees of freedom (3-DoF)
• “Where am I and in which direction am I looking”
• Detect rotational movement and translational movement
• Move in the virtual world like you move in the real world
6 degrees of freedom (6-DoF)
8
6-DoF allows developers to bring the user into their story
• Full immersion
• Can become part of the story
• Can now interact and change the story
6 degrees of freedom (6-DoF)
• Can only watch
3 degrees of freedom (3-DoF)
9
6-DoF motion tracking evolution
2014
Outside-in
External sensors,
markers, cameras,
or lasers to be set
up throughout the
room.
Monocular
fisheye camera
Inside-out solution
requiring no room
setup
Stereo fisheye
camera
More accurate
motion tracking
for immersive
interactions
Room-scale VR
Object detection,
boundary
augmentation, and
safety
World VR
Limitless movement
and robust safety
Future2017
Today’s discussion
10
Conventional 6-DoF: “Outside-in” tracking
External sensors determine the user’s position and orientation
11
Mobile 6-DoF: “Inside-out” tracking
Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose
12
Mobile 6-DoF: “Inside-out” tracking
Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose
6-DoF
position &
orientation
(aka “6-DoF pose”)
Captured from tracking camera
image sensor at ~30 fps
Mono or stereo
camera data
Accelerometer &
gyroscope data
Sampled from external
sensors at 800 / 1000 Hz
Camera feature processing
Inertial data processing
“VIO” subsystem on
Qualcomm® Snapdragon™ Mobile Platform
New frame accurately
displayed
Qualcomm® Hexagon™
DSP algorithms
• Camera and inertial sensor
data fusion
• Continuous localization
• Accurate, high-rate “pose”
generation & prediction
Qualcomm Hexagon is a product of Qualcomm Technologies, Inc.
13
Minimizing motion to photon (MTP) latency is crucial
~15-16 ms MTP latency on Snapdragon 835 Mobile Platform shows our mobile VR leadership
Low latency Noticeable latency
Significant lagNo lag
14
Low latency mobile 6-DoF inside-out tracking
Many workloads must run efficiently for an immersive VR experience
1
Visual processing
• View generation
• Render / decode
Motion detection
• Sensor sampling
• Sensor fusion
Display
• Image correction
• Quality enhancement and display
“Motion” “Photon”
(new pixels’ light emitted from the screen)
Total time (motion to photon latency) for all steps above must be less than 20 milliseconds
15
Stereo VIO for rapid, robust and accurate 6-DoF pose
Sensor fusion of stereo camera features and high rate IMU data
Benefits of stereo over monocular 6-DoF
• Instant accurate scene depth
• Faster initialization
• Better performance with quick and rotational motions
• Improved tolerance to camera occlusion
Stereo wide-angle lenses
16
6-DoF key performance indicators (KPI)
KPIs are captured for:
• Different environments (seated, standing)
• Lighting (low: 5-35 lux, high: 180-350 lux)
• Features (low, high)
• Head motions (slow, fast)
KPI definitions
• Jitter: Defines the frame to frame changes in VIO pose when
stationary.
• Absolute error: Defines the total instantaneous error in
translation and rotation in VIO pose for the video sequence.
• Relative error: Defines frame to frame rotation and translation
error in VIO pose.
17
Some key things to consider
Developing 6-DoF content
Scale and space
• Issue: Untethered mobile allows for
limitless movement, but available space
could change between runs of app
• DO consider limits to amount of full body
movement
• DO provide movement alternatives
Tracking
• Issue: Device cameras can become
occluded or environment can be too dark
• DO fade to black or fixed image in event of
lost head tracking to avoid nauseating
jumps and judder
• DON’T fall back to tracking only orientation
(3-DoF). Jumps in position or seeing
virtual world respond differently to
movement can be uncomfortable for users
Storytelling
• Issue: Users may not be looking or
positioned in desired location to advance
story
• DO use audio and visual cues to guide
user focus
• DON’T take over control of virtual camera
in order to force focus on story element
18
We are accelerating the adoption of XR
Designed to make it easy to create premium mobile VR and AR experiences
Snapdragon Mobile VR Platform Snapdragon VR SDK Snapdragon Mobile VR HMD
HMD Accelerator Program LTE/5G Ecosystem Collaboration
Purpose built silicon for
superior Mobile VR & AR
Reference design to build and
optimize applications
Accelerating the development of
standalone head-mounted displays
Access to advanced features to
optimize applications and simplify
development
Advancing XR content development
and technology advancements
5G will be required to take XR
experiences to the next level
19
Commercialize VR HMDs quickly
with few resource constraints
HMD Accelerator Program
Commercialization High quality
Allow OEMs to quickly
design and manufacture
standalone VR HMDs
Provide means for
OEMs to track
performance,
monitor KPIs and
promote them
Standardizes a platform
for the whole value
chain to build on top
and garner critical scale
for VR to flourish
Scale &
harmonization
20
Snapdragon 835 VR Development Kit
Advanced VR features designed to optimize applications and simplify development
System on Chip (SoC)
Snapdragon 835 mobile platform
Display
AMOLED WQHD
~2MPix per eye
Cameras & Other Sensors
Memory
DRAM: 4GB LPDDR4
Flash: 64GB UFS
I/O
3-DoF controller support
Connectivity
Wireless: Wi-Fi, Bluetooth
Other: USB3.1 type C (power)
Audio
Integrated WCD9335 CODEC
Six degrees of freedom
(6-DoF) motion tracking:
• Two monochromatic,
one mega pixel
(1280x800) global
shutter cameras &
fisheye lens
• Inertial measurement
unit with fast interface
to Snapdragon 835
integrated sensor core
Eye Tracking:
• Two monochromatic
VGA global shutter
cameras
21
Snapdragon VR SDK
Access to advanced VR features to optimize applications and simplify development
Stereoscopic rendering
Generate left and right eye view
DSP sensor fusion
Access to the latest and predictive
head pose
Asynchronous time warp
Warp image based on the latest
head pose just prior to scan out
Power & thermal management
Qualcomm® Symphony System Manager provides CPU, GPU,
and DSP power, thermal, and performance management
Lens distortion correction
Barrel warp image based on lens
characteristics
Simplified development | Optimized VR performance | Power and thermal efficiency
Benefits
Single buffer rendering
Render directly to the display buffer
for immediate display scan out
Chromatic aberration correction
Correct color distortion based on lens
characteristics APIs optimized
for VR
VR layering
Generate UI menus and text so that
they render correctly in a virtual world
Qualcomm Symphony System Manager is a product of Qualcomm Technologies, Inc.
22
Actively working with XR device manufacturers
XR products based on Snapdragon Mobile VR Platform
Baofeng
Matrix
VR HMD
Coocaa
Wondergate G1
VR HMD
iQiyi
Adventure
VR HMD
ASUS
Zenfone AR
Tango and Daydream
Google
Pixel
Daydream
Google
Pixel XL
Daydream
Lenovo Phab 2
Pro
Tango
Pico Neo
VR HMD
WhaleyVR
VR HMD
ODG R8/R9
AR Glasses
ZTE Axon
Daydream
Moto Z
Daydream
Samsung Galaxy
S8
Gear VR
Samsung Galaxy
S8 Edge
Gear VR
20+Devices launched
20+Devices in development
22
Snapdragon Mobile VR
Development Kit
Developer Network
 Snapdragon VR SDK
 Snapdragon VR HMD
developer.qualcomm.com
Follow us on:
For more information, visit us at:
www.qualcomm.com & www.qualcomm.com/blog
Thank you
Nothing in these materials is an offer to sell any of the components or devices referenced herein.
©2017 Qualcomm Technologies, Inc. and/or its affiliated companies. All Rights Reserved.
Qualcomm, Snapdragon, and Hexagon are trademarks of Qualcomm Incorporated, registered in the United States and other countries. Other
products and brand names may be trademarks or registered trademarks of their respective owners.
References in this presentation to “Qualcomm” may mean Qualcomm Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries
or business units within the Qualcomm corporate structure, as applicable. Qualcomm Incorporated includes Qualcomm’s licensing business,
QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated,
operates, along with its subsidiaries, substantially all of Qualcomm’s engineering, research and development functions, and substantially all
of its product and services businesses, including its semiconductor business, QCT.

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On-device Motion Tracking for Immersive VR

  • 1. On-device motion tracking for immersive mobile VR Qualcomm Technologies, Inc. August 2017 Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc.
  • 2. 2 Taking the lead in XR Building on our mobile VR/AR innovation and leadership XR AR VR MR
  • 3. 3 Taking the lead in XR Building on our mobile VR/AR innovation and leadership Healthcare Industrial & manufacturing Education Military Retail Engineering Marketing & advertising Emergency response XR Entertainment
  • 4. 4 XR technologies and use cases evolve from mobile VR usage primarily comes from console/TV/PC, but it’s also moving towards AR VR HMD AR glasses Desktop PC Gaming consoles TV Smartphone Laptop Landline PDA Handheld gaming Camera
  • 5. 5 VR will provide the ultimate level of immersion Creating physical presence in real or imagined worlds: Intuitive interactions required Interactions So intuitive that they become second nature Sounds So accurate that they are true to life Visuals So vibrant that they are eventually indistinguishable from the real world
  • 6. 6 Visual quality Sound quality Intuitive interactions Immersive virtual reality has extreme requirements Achieving full immersion at low power to enable a comfortable, sleek form factor Immersion High resolution audio Up to human hearing capabilities 3D audio Realistic 3D, positional, surround audio that is accurate to the real world Precise motion tracking Accurate on-device motion tracking Minimal latency Minimized system latency to remove perceptible lag Natural user interfaces Seamlessly interact with VR using natural movements, free from wires Extreme pixel quantity and quality Screen is very close to the eyes Spherical view Look anywhere with a full 360° spherical view Stereoscopic display Humans see in 3D
  • 7. 7 3-DoF vs. 6-DoF • “In which direction am I looking” • Detect rotational head movement • Look around the virtual world from a fixed point 3 degrees of freedom (3-DoF) • “Where am I and in which direction am I looking” • Detect rotational movement and translational movement • Move in the virtual world like you move in the real world 6 degrees of freedom (6-DoF)
  • 8. 8 6-DoF allows developers to bring the user into their story • Full immersion • Can become part of the story • Can now interact and change the story 6 degrees of freedom (6-DoF) • Can only watch 3 degrees of freedom (3-DoF)
  • 9. 9 6-DoF motion tracking evolution 2014 Outside-in External sensors, markers, cameras, or lasers to be set up throughout the room. Monocular fisheye camera Inside-out solution requiring no room setup Stereo fisheye camera More accurate motion tracking for immersive interactions Room-scale VR Object detection, boundary augmentation, and safety World VR Limitless movement and robust safety Future2017 Today’s discussion
  • 10. 10 Conventional 6-DoF: “Outside-in” tracking External sensors determine the user’s position and orientation
  • 11. 11 Mobile 6-DoF: “Inside-out” tracking Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose
  • 12. 12 Mobile 6-DoF: “Inside-out” tracking Visual inertial odometry (VIO) for rapid and accurate 6-DoF pose 6-DoF position & orientation (aka “6-DoF pose”) Captured from tracking camera image sensor at ~30 fps Mono or stereo camera data Accelerometer & gyroscope data Sampled from external sensors at 800 / 1000 Hz Camera feature processing Inertial data processing “VIO” subsystem on Qualcomm® Snapdragon™ Mobile Platform New frame accurately displayed Qualcomm® Hexagon™ DSP algorithms • Camera and inertial sensor data fusion • Continuous localization • Accurate, high-rate “pose” generation & prediction Qualcomm Hexagon is a product of Qualcomm Technologies, Inc.
  • 13. 13 Minimizing motion to photon (MTP) latency is crucial ~15-16 ms MTP latency on Snapdragon 835 Mobile Platform shows our mobile VR leadership Low latency Noticeable latency Significant lagNo lag
  • 14. 14 Low latency mobile 6-DoF inside-out tracking Many workloads must run efficiently for an immersive VR experience 1 Visual processing • View generation • Render / decode Motion detection • Sensor sampling • Sensor fusion Display • Image correction • Quality enhancement and display “Motion” “Photon” (new pixels’ light emitted from the screen) Total time (motion to photon latency) for all steps above must be less than 20 milliseconds
  • 15. 15 Stereo VIO for rapid, robust and accurate 6-DoF pose Sensor fusion of stereo camera features and high rate IMU data Benefits of stereo over monocular 6-DoF • Instant accurate scene depth • Faster initialization • Better performance with quick and rotational motions • Improved tolerance to camera occlusion Stereo wide-angle lenses
  • 16. 16 6-DoF key performance indicators (KPI) KPIs are captured for: • Different environments (seated, standing) • Lighting (low: 5-35 lux, high: 180-350 lux) • Features (low, high) • Head motions (slow, fast) KPI definitions • Jitter: Defines the frame to frame changes in VIO pose when stationary. • Absolute error: Defines the total instantaneous error in translation and rotation in VIO pose for the video sequence. • Relative error: Defines frame to frame rotation and translation error in VIO pose.
  • 17. 17 Some key things to consider Developing 6-DoF content Scale and space • Issue: Untethered mobile allows for limitless movement, but available space could change between runs of app • DO consider limits to amount of full body movement • DO provide movement alternatives Tracking • Issue: Device cameras can become occluded or environment can be too dark • DO fade to black or fixed image in event of lost head tracking to avoid nauseating jumps and judder • DON’T fall back to tracking only orientation (3-DoF). Jumps in position or seeing virtual world respond differently to movement can be uncomfortable for users Storytelling • Issue: Users may not be looking or positioned in desired location to advance story • DO use audio and visual cues to guide user focus • DON’T take over control of virtual camera in order to force focus on story element
  • 18. 18 We are accelerating the adoption of XR Designed to make it easy to create premium mobile VR and AR experiences Snapdragon Mobile VR Platform Snapdragon VR SDK Snapdragon Mobile VR HMD HMD Accelerator Program LTE/5G Ecosystem Collaboration Purpose built silicon for superior Mobile VR & AR Reference design to build and optimize applications Accelerating the development of standalone head-mounted displays Access to advanced features to optimize applications and simplify development Advancing XR content development and technology advancements 5G will be required to take XR experiences to the next level
  • 19. 19 Commercialize VR HMDs quickly with few resource constraints HMD Accelerator Program Commercialization High quality Allow OEMs to quickly design and manufacture standalone VR HMDs Provide means for OEMs to track performance, monitor KPIs and promote them Standardizes a platform for the whole value chain to build on top and garner critical scale for VR to flourish Scale & harmonization
  • 20. 20 Snapdragon 835 VR Development Kit Advanced VR features designed to optimize applications and simplify development System on Chip (SoC) Snapdragon 835 mobile platform Display AMOLED WQHD ~2MPix per eye Cameras & Other Sensors Memory DRAM: 4GB LPDDR4 Flash: 64GB UFS I/O 3-DoF controller support Connectivity Wireless: Wi-Fi, Bluetooth Other: USB3.1 type C (power) Audio Integrated WCD9335 CODEC Six degrees of freedom (6-DoF) motion tracking: • Two monochromatic, one mega pixel (1280x800) global shutter cameras & fisheye lens • Inertial measurement unit with fast interface to Snapdragon 835 integrated sensor core Eye Tracking: • Two monochromatic VGA global shutter cameras
  • 21. 21 Snapdragon VR SDK Access to advanced VR features to optimize applications and simplify development Stereoscopic rendering Generate left and right eye view DSP sensor fusion Access to the latest and predictive head pose Asynchronous time warp Warp image based on the latest head pose just prior to scan out Power & thermal management Qualcomm® Symphony System Manager provides CPU, GPU, and DSP power, thermal, and performance management Lens distortion correction Barrel warp image based on lens characteristics Simplified development | Optimized VR performance | Power and thermal efficiency Benefits Single buffer rendering Render directly to the display buffer for immediate display scan out Chromatic aberration correction Correct color distortion based on lens characteristics APIs optimized for VR VR layering Generate UI menus and text so that they render correctly in a virtual world Qualcomm Symphony System Manager is a product of Qualcomm Technologies, Inc.
  • 22. 22 Actively working with XR device manufacturers XR products based on Snapdragon Mobile VR Platform Baofeng Matrix VR HMD Coocaa Wondergate G1 VR HMD iQiyi Adventure VR HMD ASUS Zenfone AR Tango and Daydream Google Pixel Daydream Google Pixel XL Daydream Lenovo Phab 2 Pro Tango Pico Neo VR HMD WhaleyVR VR HMD ODG R8/R9 AR Glasses ZTE Axon Daydream Moto Z Daydream Samsung Galaxy S8 Gear VR Samsung Galaxy S8 Edge Gear VR 20+Devices launched 20+Devices in development 22
  • 23. Snapdragon Mobile VR Development Kit Developer Network  Snapdragon VR SDK  Snapdragon VR HMD developer.qualcomm.com
  • 24. Follow us on: For more information, visit us at: www.qualcomm.com & www.qualcomm.com/blog Thank you Nothing in these materials is an offer to sell any of the components or devices referenced herein. ©2017 Qualcomm Technologies, Inc. and/or its affiliated companies. All Rights Reserved. Qualcomm, Snapdragon, and Hexagon are trademarks of Qualcomm Incorporated, registered in the United States and other countries. Other products and brand names may be trademarks or registered trademarks of their respective owners. References in this presentation to “Qualcomm” may mean Qualcomm Incorporated, Qualcomm Technologies, Inc., and/or other subsidiaries or business units within the Qualcomm corporate structure, as applicable. Qualcomm Incorporated includes Qualcomm’s licensing business, QTL, and the vast majority of its patent portfolio. Qualcomm Technologies, Inc., a wholly-owned subsidiary of Qualcomm Incorporated, operates, along with its subsidiaries, substantially all of Qualcomm’s engineering, research and development functions, and substantially all of its product and services businesses, including its semiconductor business, QCT.