Qualcomm is interested in virtual reality and augmented reality, but is not satisfied with the current technology. The company is developing the latest mobile processors and other technologies, hoping to make VR and AR "unfettered", display images at higher resolutions, use better displays, make them lighter and more energy efficient So that we can wear the head display for a long time. Over time, Qualcomm hopes to embed all the necessary technology into a smaller, more comfortable device.

One of the people responsible for achieving this vision is TIm Leland, VP of Product Management at Qualcomm. Venturebeat interviewed Leland at the VRX conference in San Francisco to discuss Qualcomm's vision of virtual reality, the high-speed wireless VR that has been achieved so far, and augmented reality. Here are the interview clips that YiVian has compiled for everyone:

Can you summarize what you shared on the stage?

Qualcomm believes that VR is happening. It will grow in 2017 and then grow. With the development of new technologies, especially the development of display technology, VR and AR will eventually merge, and AR will cover VR. If you want to enter VR mode, the display can be converted to opaque. AR and VR will be the same device. I don't think we're too worried about the continuity of terms in augmented reality, mixed reality, or fused reality. This is the direction of all development. You have virtual objects that you can place in and interact with in this enhanced world. They will be anchored correctly.

We believe that the future of AR is mobile, because this is what consumers want. Consumers don't want to be bound by anything. In terms of latency, there are physical limitations on the performance of the motion-photon and photon-photon delays, but this will be resolved. If you separate the rendering system from the inertia or position tracking system, restrictions will appear. You want these systems to be tightly coupled, you can, at least on the same printed circuit board (PCB), but ideally in the same system single-chip (SOC).

In future products, we will improve 3D graphics and multimedia performance and improve energy efficiency, so you will not encounter such a situation: must be in the visual quality + cable and lower visual quality + wireless options Make a choice.

I have seen Facebook and Intel are developing their wireless head-on, integrated head-mounted, no PC. Do you think this will happen?

We have about 20 VR head-on designs for integration purposes. To compete in the VR headset market, you must be able to do all the necessary processing at 5 watts or less. We don't think that these architectures built primarily for PCs can be introduced into the topology without a solution to the problem of abnormal heating. We also don't think you can get four or five hours of battery life. We have a lot of experience in this area, which we have accumulated through Daydream and other head development.

How do you view VR devices with integrated head-mounted and smartphone slots.

In some requirements, there is not much difference between the integrated headset and the VR device of the smartphone slot, and many of the requirements are the same. We have been working hard to achieve six degrees of freedom, motion tracking, and tracking from the inside out. To play its role, you don't want to be bound by anything.

We believe that the future of VR is a fusion with AR, and this will be mobile. The definition of a smartphone will also change over time. All of this can be some highly integrated mobile wearable device.

Both Qualcomm and Microsoft have announced that the Snapdragon chip is capable of running Windows 10. I think at some point, what you care about is no longer a separate platform, but is compatible with all platforms. Is VR suitable for that bigger strategy?

Virtual Reality

We work with Microsoft, work with Facebook, and work with Google. We think there will be some VR cloud apps, so you want to be able to transfer data back and forth in the cloud. You want to be able to handle a specific number of tasks locally. You will want some elements of machine learning to be executed locally, while talking to cloud services.

The 5G era is coming, which is a great technology that reduces latency between wireless clients and servers and increases the amount of uplink and downlink bandwidth that will produce large amounts of data. For example, we recorded a large amount of video data and sent it back, plus the download of streaming content up to 8K resolution. The combination of integrated connectivity components, multi-mode 5G connectivity, and integrated Wi-Fi and Wi-gig technology is great. This is very close to the sensor sampling and rendering subsystem used for display management. Quite a lot of integration.

Do you have a speech (by Epic Games founder) TIm Sweeney?

I have heard

I want to know how certain techniques he mentioned have some feasibility. He mentioned the Oakley glasses with a single eye display of 8K.

I think the resolution can be achieved. If you want them to run for a long time at a time, some powerful methods in the mainframe and PC fields need to be changed to meet some of the requirements of these thin and light devices. Some beautiful visual effects, those fancy coloring effects that you need to spend an extra four or five watts of power, come at a price. This may not be the right decision. We think that some middleware, such as game engines, will evolve, so you won't get the experience like 'Hey, look at these great visuals', but you will have a cable connected to a $2,000 PC. .

We need to do better than a backpack PC because it's not what consumers want to buy. We need to focus on what consumers want to buy, that is, ultra-thin glasses, so you can use both AR and VR functions. You can get interesting and useful data in AR mode; you can also choose to enter VR mode and experience an excellent experience: comfortable, lightweight, and always wireless.

TIm Sweeney mentioned that today's monitors are primarily designed for smartphones. If you're developing content specifically for VR, you can use different things to achieve high resolution and low cost.

Not only the resolution, but also the color gamut. This is similar to gaze rendering, so you don't have to force more pixels to render. Instead, you focus your rendering on where the eye actually focuses, and in this broad field of view, the area you focus on is not large. That's what I said, you can't just use traditional host and PC rendering methods to handle visual data. The VR industry must be flexible in achieving this. We must work together to make this a reality.

Do you agree with Sweeney's view on Metaverse?

He has seen some of our graphic demos. When we showed up in the Snapdragon 820, Unreal Engine 4, he was very surprised by the visual quality achievable on the mobile platform.

As for Metaverse? Yes, I like the metaphor he said. In the past, you needed to know how to write HTML and various basic encodings to create web pages and publish visual information to the Internet. Over time, the toolset has become more versatile, so everyone can create their own website. When it comes to the trend toward a single device, I feel very close to him. It's hard to say what the final form of the virtual world's website is, but I agree with a few concepts he's talking about.

When it comes to what we are about to announce, we have made some improvements to the Snapdragon 835. Some of them are in the camera subsystem. Some are to ensure the integrity of the camera function solutions we offer our customers. For example, in the camera subsystem, we now support Zig-zag HDR (HDR: High Dynamic Lighting Rendering), which is a spatial method that multiplexes different exposure levels and different exposure times so you can get this An HDR effect that is processed internally by the Opteron processor. This better maps the shadows at the highest brightness. You will get better shadow resolution.

We have also made some improvements to support the high dynamic range of 10-bit displays. Not only can we decode 4K HDR 10 video at 60 frames per second, but we can also output it. A high dynamic range can be maintained at all times without the need to reduce the 10-bit display to the standard dynamic range.

We have improved graphics performance. We have been working hard to speed up our Vulkan performance development. We will show some excellent VR demos at Snapdragon 835, and our new Snapdragon chip reference design will use high-end 3D graphics and 4K HDR video. We have not disclosed the specific category, we can only say that this is a "new chip."

We have made some improvements to the video coding subsystem, so we are doing things like perceptual quantification. We don't have a uniform quantization of every possible macroblock in the coding scene. We are based on the fact that if you have this wall, you may be more sensitive to some coded artifacts than textures such as shrubs and trees. Or something that moves very fast. Our new video encoder in the Adreno 540 subsystem of the Snapdragon 835 uses perceptual quantization rather than a uniform quantization method.

On the module side, we have been working with module manufacturers to pre-optimize three different modules. One of them is a 16 megapixel PDAF sensor with excellent optical components and very high image quality. The other is a dual-camera single Bayer sensor for maximum low-light photography. The third is an optical zoom dual camera solution with a wide field of view. You have a telescope lens on the other sensor for maximum zoom. We have also enhanced some zoom frames. We can seamlessly switch back and forth between optical zoom and digital zoom.

We've made some improvements to electronic image stabilization, which is especially useful when you're zooming. We have a new trajectory algorithm that can more accurately sample some sensor data to predict motion and attenuate vibration.

Do you think these things will make (Oculus technical director) John Carmack and others happier? He has been very picky so far.

We have been in dialogue with Carmack. In general, he said on Twitter that he was very helpful to Xiaolong. We are interested in getting feedback on some of the development tools as they start making prototypes and make sure they get the best performance on the Snapdragon.

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