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Making Immersive Virtual Reality
Possible in Mobile
March 2016
2
Qualcomm Technologies Inc.
Qualcomm, Snapdragon, Adreno, and Hexagon are trademarks of Qualcomm Incorporated, registered in the United States and
other countries. All Qualcomm Incorporated trademarks are used with permission. Other products and brand names may be
trademarks or registered trademarks of their respective owners.
Qualcomm Snapdragon, Qualcomm Adreno, Qualcomm Hexagon, and Qualcomm Symphony System Manager are products of
Qualcomm Technologies, Inc.
Qualcomm Technologies, Inc.
5775 Morehouse Drive
San Diego, CA 92121
U.S.A.
©2016 Qualcomm Technologies, Inc.
All Rights Reserved.
Disclaimer
3
Contents
1	 Executive summary	 4
2	 VR offers unprecedented experiences	 4
5
3	 The time is right for VR	 7
7
8
4	 Truly immersive VR has extreme requirements	 8
9
11
11
5	 QTI is uniquely positioned for VR	 13
15
6	Conclusion	 16
2.1 A new paradigm for how we play, learn, and communicate
3.1 Ecosystem drivers and technology advancements
3.2 The mobile industry is accelerating VR adoption
4.1 Visual quality
4.2 Sound quality
4.3 Intuitive interactions
5.1 Snapdragon VR enhancements
4
Immersion enhances everyday experiences, making them more realistic, engaging, and satisfying. Virtual reality (VR) will provide
the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds. VR will bring a new paradigm for
how we can interact with the world, offering unprecedented experiences and unlimited possibilities that will enhance our lives in
many ways.
This promise of VR has excited us for decades, but it is happening now due to the alignment of ecosystem drivers and technology
advancements. In fact, it is mobile technologies that are accelerating VR adoption. To stimulate our human senses with realistic
feedback, truly immersive VR places extreme requirements on several dimensions of the three pillars of immersion1
—visual quality,
sound quality, and intuitive interactions. Adding to the complexity, mobile VR requires full immersion at low power and thermals so
that the headset is sleek, lightweight, and stylish while remaining cool.
Qualcomm Technologies, Inc. (QTI) is uniquely positioned to support superior mobile VR experiences by designing for these
extreme requirements. By taking a system approach and custom designing specialized engines across the SoC, Qualcomm®
Snapdragon™ processors are engineered to provide an efficient heterogeneous computing solution that is optimized from end-to-
end for VR.
1	 Executive summary
Immersive experiences stimulate our senses—they draw us in, take us to another place, and keep us present in the moment. When
done right, VR provides the ultimate level of immersion. By definition, VR creates a sense of physical presence in real or imagined
worlds. For creating truly immersive experiences, VR places high emphasis on the three pillars of immersion to stimulate our
senses with realistic feedback, providing:
	 • Visuals so vibrant that they are eventually indistinguishable from the real world
	 • Sounds so accurate that they are true to life
	 • Interactions so intuitive that they become second nature and you forget there is even an interface
2	 VR offers unprecedented experiences
Figure 1: Immersive VR stimulates our senses with realistic feedback
Interactions
Sounds
Visuals
1
https://www.qualcomm.com/documents/making-immersive-virtual-reality-possible-mobile
5
By creating the sense of presence, VR will bring a new paradigm for how we interact with the world. VR will offer unprecedented
experiences and unlimited possibilities that allow us to live out our dreams on-demand. We’ll be able to be anywhere and do
anything, with anyone. Our imagination and creativity are the only limits, but they will be stretched. It’s truly an exciting time. VR will
impact every aspect of our lives, redefining how we play, learn, and communicate.
	 A new paradigm for how we play, learn, and communicate
Figure 2: VR offers unprecedented experiences and brings a new paradigm for how we interact with the world
2.1
Experiences in VR
Play Learn Communicate
Immersive
movies and shows
Live concerts, sports,
and other events
Interactive gaming
and entertainment
Immersive education
Training and demos
3D design and art
Social interactions
Shared personal
moments
Empathetic storytelling
How we play
Immersive movies, shows, and videos: Movies and shows will be brought to a whole new level with things like 3D 360° spherical
video capture and playback. The viewer will become the director and be able to look wherever they want, whether snowboarding,
sky diving, or walking on the moon.
Live concerts, sports, and other events: Imagine watching
sports from the best seat in the stadium, whether it
is basketball, football, the World Cup, or the Olympics
(Figure 3). Or even imagine having the point of view of a
player, such as a NBA player on a breakaway dunk.
Interactive gaming and entertainment: Video games
already create computer-generated, 360° virtual
environments that are amazing, but VR will take gaming
to the next level by making you feel like you are actually
a character inside the game.
Live sports
experience
Play
Figure 3: Sports fans enjoy a soccer game from the best seat
6
How we learn and work
Immersive education: School education and classroom learning will be revolutionized when students are taught with the best
materials and lectures, which will keep them engaged. Students can take a field trip to Paris, the Great Wall of China, or the Grand
Canyon without ever leaving the classroom.
Training and demos: Training in many areas, such
as healthcare, military, manufacturing, and even
astronauts, will be more effective, more cost efficient,
and safer with VR. For example, doctors can train in
everything from surgical procedures to diagnosing a
patient (Figure 4).
3D design and art: Design and visualization will be
much more intuitive in VR. For example, car companies
can build virtual prototypes of new vehicles, testing
them thoroughly before producing a single physical
part.
Learn
Doctor training
experience
Figure 4: Doctors learn through realistic training
How we communicate and interact
Social interactions: Individuals can virtually meet, interact, and talk with one another while feeling as if they are physically located in
the same place. Family get-togethers and work meetings from distant locations will never be the same.
Shared personal moments: The people you care
about can virtually feel part of the moment,
whether it is your child’s first step, an amazing
vacation, or wedding ceremony (Figure 5).
Empathetic storytelling and immersive
visualization: When you become part of the story
and part of the scene, the storytelling can be
much more impactful, immersive, and empathetic.
For example, you can know what it is like to live in
a third-world country or to have a disability.
VR is about creating these immersive experiences. Furthermore, it is important to point out that virtual reality is not augmented
reality. Although they share similar underlying technologies, they offer distinct experiences. VR simulates physical presence in real
or imagined worlds, and enables the user to interact in that world. While AR superimposes content over the real world such that
the content appears to a viewer to be part of the real-world scene. Advancements in VR technologies will help make AR possible,
and vice versa.
Communicate
Recital experience
Figure 5: Grandparents feel like they are at
their grandchild’s recital
7
3	 The time is right for VR
The promise of VR has excited us for decades, but introducing a new product category to the world is always challenging.
However, the time is right for VR and it is happening now. Ecosystem drivers and technology advancements are aligning to make
VR possible.
Figure 6: Ecosystem drivers and technology advancements are aligning for VR
Device availability
Software infrastructure
Content creation and deployment
Ecosystem
drivers
Multimedia technologies
Display and sensor technologies
Power and thermal efficiency
Technology
advancements
	 Ecosystem drivers and technology advancements3.1
The key ecosystem pieces—such as device availability, software infrastructure, and content creation and availability—are in place
due to industry collaboration.
Device availability: Besides the upcoming high-profile VR product launches from multiple OEMs in 2016, smartphone-powered VR
headsets are already available and taking off. Google Cardboard, which launched in 2014, has been adopted by consumers and
enterprises. In fact, over 5 million Google Cardboard viewers have shipped2
. Mobile VR headsets, as opposed to tethered, will drive
mass adoption and provide the freedom to enjoy VR anywhere.
Software infrastructure: The entire VR software stack is being optimized to remove bottlenecks so that VR runs well. The software
infrastructure includes many components, such as the drivers, operating system, middleware engines, and tools & SDKs. QTI, for
example, is helping to optimize application programming interfaces (APIs) across the entire software stack.
2
https://googleblog.blogspot.com/2016/01/unfolding-virtual-journey-cardboard.html
8
Content creation and availability: With hardware and software available, VR content is also being created and deployed. Content
developers are experimenting with VR to create new and unprecedented experiences. App Stores, such as the Google Play Store
and Oculus Store, and video stores, such as YouTube 360 and Facebook 360, are starting to fill up. For example, there are over
1000 Google Cardboard apps on Google Play store2
. A broad spectrum of VR video, including TV content such as Saturday Night
Live’s 40th anniversary show, sports content such as the NBA season opener of the Warriors versus Pelicans, or concerts such as
Paul McCartney is already being distributed.
In terms of technology advancements, exponential improvements in many technologies are making VR possible, such as:
Multimedia technologies: Graphics, video, and audio processing have improved significantly. For example, graphics processing for
parallel tasks has increased exponentially for many years, enabling support for photorealistic graphics and visual quality.
Display & sensor technologies: Displays have significantly increased pixel density, power efficiency, and visual quality. Sensors, such
as gyroscopes, accelerometers, and tracking cameras, are smaller, higher precision, lower power, and lower cost.
Power & thermal efficiency: Architecture innovations, such as heterogeneous computing, have improved power and thermal
efficiency. Integration efficiency has improved due to better transistors and Moore’s Law. Optimized algorithms, such as motion
tracking, run more efficiently on the hardware.
	 The mobile industry is accelerating VR adoption3.2
Many of the technology advancements mentioned above have been driven by smartphones, and the VR ecosystem development
will mirror what happened in the mobile industry. The mobile ecosystem has characteristics that make the proliferation of new
technologies very feasible, such as:
Innovation at scale, which brings both cutting edge technology and cost advantages. Over a billion smartphones are shipping
globally per year, which brings tremendous scale and innovation to mobile.
Rapid design cycles, which bring fast adoption of those cutting edge technologies. Smartphone OEMs have a cadence of shipping
an upgraded model every year.
Mass adoption, which means that smartphone usage has created a broad appeal for mainstream consumers. Smartphone users are
adventurous and willing to try new things, such as downloading new apps from an app store.
4	 Truly immersive VR has extreme requirements
VR places extreme requirements on the three pillars of immersion: visual quality, sound quality, and intuitive interactions. Truly
immersive VR experiences can only be achieved by simultaneously focusing on the broader dimensions of these pillars. Adding
9
to the complexity, mobile VR requires full immersion at low power and thermals so that the headset can be sleek, lightweight, and
stylish while remaining cool.
Visual
quality
Sound
quality
Intuitive
interactions
Immersion
High resolution audio
3D audio
Precise motion trackingMinimal latency
Natural user interfaces
Extreme pixel quantity and quality
Spherical view
Stereoscopic display
Figure 7: Truly immersive VR has extreme requirements
	 Visual quality4.1
To create visuals so realistic that they are eventually indistinguishable from the real world, VR requires extreme pixel quantity and
quality, spherical view, and stereoscopic display.
Extreme pixel quantity and quality
Extreme pixel quantity and quality are required on VR headsets for several reasons, most of which can be explained by human
visual system. For immersive VR, the entire field-of-view (FOV) needs to be the virtual world, otherwise you will not believe that you
are actually present there. The combination of the human eye having a wide FOV and the fovea3
having high visual acuity means
that an extreme number of pixels are required. In a VR headset, the display is brought close to the eyes and biconvex lenses help
magnify the screen further so that the virtual world is the entire FOV. As the screen takes up more of the FOV, pixel density and
quality must increase to maintain presence. Otherwise, you will see individual pixels—known as the screen door effect—and no
longer feel present in the virtual world.
One potential approach to help reduce the quantity of pixels processed is foveated rendering. Foveated rendering exploits the
falloff of acuity in the visual periphery by rendering high resolution where the eye is fixated and lower resolution everywhere else,
thus reducing the total pixels rendered.
3
The fovea is a small portion of the retina in the eye and is responsible for sharp vision.
10
Figure 8: Problem and solution for both lens distortion and chromatic aberration.
The lenses in the VR headset, which help provide the full FOV, also create visual quality challenges (Figure 8). A wide-angle
biconvex lens creates pincushion distortion, so a barrel distortion must be applied to the rendered image to compensate. In
addition, further visual processing is required to correct for chromatic aberration, which causes colors to be focused at different
positions in the focal plane.
Chromatic correction
Chromatic aberration
Solution
Lens distortion
Solution
Pincushion distortionBarrel-warped image Rendered image
Problem
Barrel warp
Problem
Pincushion distortion Warped imageRendered image
Out of
focus
Rendered image
In focus
Corrected image
Spherical view
While wearing a VR headset, the user is free to look anywhere in the virtual world. As a result, VR needs to provide a full 360°
spherical view, which means generating even more pixels as compared to a fixed view of the world. Although a 360° spherical view
is not new for gaming, it is new for video and is being driven by VR. Multiple 360° spherical video formats exist in the industry, such
as equirectangular, cube-map, and pyramid-map, so it important to support them all.
Besides the video decoder being able to handle a high bit-rate, the GPU must also warp each image of the video so that it maps
correctly to the display. Most premium 360° spherical video will be high resolution and content protected, so it is also important
that the GPU supports digital rights management (DRM) extensions.
Stereoscopic display
Seeing the world in 3D is key to immersion. Humans see in 3D due to our binocular vision, which allows us to see objects in the
scene at the right depth. To replicate this on a VR headset, a stereoscopic display shows slightly different images to each eye.
These images are generated from different viewpoints, ideally the actual separation between the human eyes, so that objects
in the scene appear at the right depth. Since stereographic display requires generating and processing an image per eye, this
is another reason for extreme pixel quantity. For VR, we need to generate the appropriate view for each eye with stereographic
rendering and video.
11
	 Sound quality4.2
To create sound so accurate that it is true-to-life and completely in synch with the visuals, VR requires high resolution audio and
3D audio.
High resolution audio
The sampling frequency and bits-per-sample need to be up to our human hearing capabilities to create high-fidelity sound that
is truly immersive. Increased sampling rates capture both the low frequency sounds, such as water dripping, and high frequency
sounds, such as birds chirping, so that the entire audio environment can be reproduced. Increased precision, or bits-per-sample,
improve audio fidelity. More bits allow the analog sound signal to be reproduced more precisely when converted to digital.
3D audio
Realistic 3D positional audio makes sound accurate to the real world and much more immersive. This goes beyond surround sound
since the sound adjusts dynamically based on your head position and the location of the sound source. For example, if a plane
is flying by, then the sound from the plane will keep adjusting as both you and the plane move. Positional audio is achieved by
understanding how humans hear. A head related transfer function (HRTF) attempts to model how humans hear sound. The HRTF
takes into account typical human facial and body characteristics, such as the location, shape, and size of ear, and is a function of
frequency and three spatial variables. Positional audio requires the HRTF and a 3D audio format, such as scene-based audio or
object-based audio, so that that the sound arrives properly to the ears.
Reverberation also makes sound more realistic. In real life, sound reflections spread and interact with the environment
appropriately. Reverberation is function of sound frequency, material absorption, room volume, and room surface area.
Sophisticated models of the environment can be developed to create real-time convolutional reverberation.
	 Intuitive interactions4.3
To create interactions so intuitive and responsive that they become second nature and you forget that you are even dealing with
an interface, VR requires natural user interfaces, precise motion tracking, and minimal latency.
Natural user interface
For a VR headset, a primary input method is head movement. Turning your head to look around is very natural and intuitive. Other
input methods, such as gestures, a control pad, and voice, are also being investigated by the VR industry. Figuring out the right
input method is an open debate and a large research area.
The VR headset should be free from wires so that the user can move freely and not be tethered to a fixed-location power outlet
or computer. The headset also needs to be lightweight and comfortable for the user to wear it for long periods of time. In addition,
12
since the headset is a wearable device directly contacting the skin of your head, it must remain cool to the touch.
To meet the extreme VR processing requirements on the device within the thermal and power constraints of a sleek wearable
device, very efficient processing is required. A heterogeneous computing approach4
, which utilizes specialized engines across the
SoC for efficient processing, provides high performance at low power and thermals. To enable a connected mobile experience, a
high-bandwidth wireless connection is required. High bandwidth technologies like LTE Advanced, 802.11ac Wi-Fi, and 802.11ad Wi-
Fi allow for fast downloads and smooth streaming.
Precise motion tracking
The user interface needs accurate on-device motion tracking so that the user can interact with and move freely in the virtual
world. For example, when turning your head to explore the virtual world, accurate head tracking will provide the pose to generate
4
https://www.qualcomm.com/news/onq/2013/07/03/diversity-only-makes-you-stronger
the proper visuals (and sounds). Similarly, if your head
is stable and not moving, the visuals need to stay
completely still, otherwise it may feel like you are on
a boat. Motion is often characterized by how many
degrees of freedom are possible in movement: either 3
degrees of freedom (3-DOF) or 6 degrees of freedom
(6-DOF).
3-DOF detects rotational movement around the X,
Y, and Z axis—the orientation. For head movements,
that means being able to yaw, pitch, and roll your head
(Figure 9), while keeping the rest of your body in the
same location. 3-DOF in VR allows you to look around
the virtual world from fixed points—think of a camera
on a tripod. For many 360° spherical videos, 3-DOF
will provide very immersive content, such as viewing
sporting events or nature.
6-DOF detects rotational movement and translational movement—the orientation and position. This means that your body can
now move from fixed viewpoints in the virtual world in the X, Y, and Z direction. 6-DOF in VR is very beneficial for experiences
like gaming, where you can move freely in the virtual world and look around corners. However, even simple things, like looking at
objects on a desk or shifting your head side-to-side can be compelling with 6-DOF.
One solution to provide precise on-device motion tracking is visual-inertial odometry (VIO). VIO fuses on-device camera and
inertial sensor data to generate an accurate 6-DOF pose. The on-device solution allows the VR headset to be completely mobile,
so you can enjoy room-scale VR and not worry about being tethered to a PC or getting tangled in wires.
Minimal latency
Any lag in the user interface, whether it is the visual or audio, will be very apparent to the user and impact the ability to create
immersion—plus it may make the user feel sick. Reducing system latency is key to stabilizing the virtual world as the user moves.
One of the biggest challenges for VR is the amount of time between an input movement and the screen being updated, which is
known as “motion to photon” latency. The total motion to photon latency must be less than 20 milliseconds (ms) for a good user
X
Z
Y
Pitch
Yaw
Roll
Figure 9: 3-DOF and 6-DOF
13
5
Hardware streaming refers to processing engines that stream data directly to each other, potentially bypassing DRAM and CPU interactions. For example, the camera that streams directly to the DSP saves memory
bandwidth and CPU cycles.
6
Late latching refers to processing engines utilizing the latest head pose (rather than an older version) to generate more accurate visuals and sounds.
7
Described below in section 5.1
experience in VR. To put this challenge in perspective, a display running at 60 Hz is updated every 17 ms, and a display running at
90 Hz is updated every 11 ms.
There are many processing steps required before updating the display. The end-to-end path includes sampling the sensors, sensor
fusion, view generation, render / decode, image correction, and updating the display.
Visual processing
View generation
Render / decode
Motion detection
Sensor sampling
Sensor fusion
Display
Image correction
Quality enhancement and display
“Motion” “Photon”
(new pixels’ lightemitted from the screen)
Figure 10: The motion to photon path includes many tasks.
To minimize the system latency, an end-to-end approach that reduces the latency of individual processing tasks, that runs as
many tasks in parallel as possible, and that takes the appropriate shortcuts for processing tasks is needed. An optimized solution
requires hardware, software, sensors, and display all working together in harmony. Knowledge in all these areas is required to
make the appropriate optimizations and design choices. Possible optimizations to reduce latency include techniques, such as
high sensor sampling speeds, high frame rates, hardware streaming5
, late latching6
, asynchronous time warp7
, and single buffer
rendering7
.
5	 QTI is uniquely positioned for VR
We are at just the beginning of the VR journey, and we expect the mobile VR headset to significantly evolve and improve over time.
The industrial design will become sleeker, lighter, and more fashionable as technologies advance (Figure 11). To make this possible,
Google
Cardboard
HMD Sleek
HMD
Imperceptible
device?
Slot-in
Continued improvements in…
Power efficiency
Cost efficiency
Pixel density & quality
Intuitive interactions
Sound quality
Figure 11: Sleeker, lighter, and more fashionable VR devices are coming
14
8
Snapdragon VR SDK is expected to be available to developers in the second quarter of 2016.
we foresee continued improvements coming in many areas, such as power and thermal efficiency, pixel density and pixel quality,
sound quality, intuitive interactions, and cost efficiency.
QTI is uniquely positioned to meet the extreme requirements of immersive VR as the headset evolves. We expect to make VR
experiences more immersive by designing efficient solutions that meet the device constraints and by helping the ecosystem bring
differentiated products to customers.
We see opportunities to improve VR experiences by focusing on the three pillars of immersion. For visual quality, we believe it is
important to provide consistent accurate color, high resolution & frame rates, and 3D 360° spherical view. For sound quality, we
believe it is important to provide realistic 3D positional audio, 3D surround sound, and noise removal. For intuitive interactions,
we believe it is important to provide minimized system latency and precise motion tracking, while delivering intelligent contextual
interactions.
Because of our heritage and technology leadership in smartphones, we are applying our mobile expertise to VR and are well
positioned in the areas of:
	 • Faster development cycles than other types of devices, with customers who increasingly require more complete 		
	 solutions.
	 • Sleek, passively cooled form factors that get thinner and more challenging each generation.
	 • Reducing cost of technologies each generation to lower price points, so that our customers can deploy new, more 		
	 immersive experiences to consumers worldwide.
We also enable the ecosystem to commercialize devices and experiences via Snapdragon solutions and via ecosystem enablement.
For our Snapdragon solutions, we’ve made the appropriate VR tradeoffs and focused on the right dimensions to design an efficient,
differentiated SoC through:
	 • Custom designed processing engines: Rather than licensing off-the-shelf processing engines, we have custom designed 		
  	   several processing engines, such as the Qualcomm® Adreno™ GPU and Qualcomm® Hexagon™ DSP, to be optimized 	 	
	   for specific tasks and efficiency. In addition to designing superior processing engines, we also gain tremendous
	 knowledge that we use to make system level optimizations.
	 • Efficient heterogeneous computing: Our system approach allows us to design an optimal heterogeneous computing 	 	
	 solution, taking into account the applications and tasks that need to be accomplished so that we can make appropriate
	   hardware decisions. We then run the tasks on the most appropriate engines through optimized system-level software. 	 	
	   Snapdragon 820, for example, utilizes specialized engines across the SoC for efficient processing of the diverse VR tasks, 	
	 providing high performance at low power and thermals.
	 • Optimized end-to-end solutions: By thinking holistically at the system level, understanding the challenges, and working 	 	
	 with other companies in the ecosystem, we develop comprehensive VR solutions. For example, we are able to optimize 		
	 the entire system to reduce motion to photon latency. Removing the latency bottlenecks requires making optimizations 		
	 across the entire SoC and system software. With the knowledge and design expertise in house, we can quickly come up 		
	 with innovative solutions and introduce new capabilities.
For ecosystem enablement, QTI helps the ecosystem to quickly bring products to customers through app development tools,
device optimization tools, development platforms, and ecosystem collaboration. For VR specifically, we are introducing the
Snapdragon VR SDK8
, which has new APIs optimized for VR. Developers will be able to use commercially available Snapdragon 820
VR devices to see how VR applications run on real hardware.
15
	 Snapdragon VR enhancements5.1
Along with the Snapdragon 820 processor, which was designed with VR in mind, QTI announced the Snapdragon VR SDK. The
Snapdragon VR SDK provides developers access to advanced VR features so that they can simplify development, optimize
Stereoscopic renderingDSP sensor fusion
Asynchronous time warp
Power & thermal managementLens distortion correction
Simplifieddevelopment | OptimizedVR performance | Power and thermal efficiency
Benefits
Single buffer rendering
Chromatic aberration correction
APIs optimized
for VR
UI layering
Figure 12: Snapdragon VR SDK offers simplified development, optimized performance, and efficiency
performance, and improve power efficiency while reducing development time.
The Snapdragon VR SDK introduces new APIs optimized for VR, such as:
	 • DSP sensor fusion: Provides precise low-latency 6-DOF motion tracking, real-time and predicted, via fusion processing 	 	
	 on the Hexagon DSP for improved responsiveness.
	 • Asynchronous time warp: Warps the image based on the latest head pose just prior to scan out.
	 • Chromatic aberration correction: Corrects color distortion based on lens characteristics.
	 • Lens distortion correction: Barrel warps the image based on lens characteristics.
	 • Stereoscopic rendering: Generates left and right eye view, up to 3200x1800 at 90 fps.
	 • Single buffer rendering: Renders directly to the display buffer for immediate display scan out.
	 • UI layering: Generates menus, text, and other overlays such that they appear properly in a VR world (undistorted).
	 • Power and thermal management: Qualcomm® Symphony System Manager SDK provides CPU, GPU, and DSP power and 		
	 performance management to consistently hit 90 FPS.
Other new Snapdragon 820 features that benefit VR include:
	 • Several enhancements to achieve < 18 ms motion to photon latency
	 • High-quality 360° spherical video at 4K 60 fps, for both HEVC and VP9
	 • 3D positional audio for more immersive video and gaming experiences
	 • Ultra-fast connectivity through LTE Advanced, 802.11ac, and 802.11ad
By offering hardware, software, tools, and devices all optimized for VR, QTI is uniquely positioned to lead in VR. Snapdragon 820 is
the ideal solution for today’s mobile VR.
16
6	Conclusion
We are on the verge of consumer VR becoming a reality. After several false starts, ecosystem drivers and technology
advancements are aligning to make VR possible—and the mobile industry will lead the way. VR offers such new and compelling
experiences that it is going to transform the way we interact with the world. Making those VR experiences truly immersive requires
simultaneously meeting several extreme requirements across visual quality, sound quality, and intuitive interactions. Mobile
VR, which will drive mass consumer adoption, adds additional power and thermal requirements since the headset needs to be
comfortable, lightweight, and cool to the touch.
QTI is uniquely positioned to meet these extreme requirements by designing efficient solutions through custom designed
processing engines, efficient heterogeneous computing, and optimized end-to-end solutions. For example, the Snapdragon 820
was designed with VR in mind to make immersive VR possible on a mobile device. The Snapdragon VR SDK provides developers
access to advanced VR features on the Snapdragon 820. QTI will continue to drive the industry forward as the mobile VR headset
continues to evolve. Enabling truly immersive VR on mobile devices is yet another example of how Qualcomm Technologies is
once again re-inventing the mobile world we live in.
To get most updated information about virtual reality, please visit:
www.qualcomm.com/VR
17

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Making Immersive Virtual Reality Possible in Mobile

  • 1. Making Immersive Virtual Reality Possible in Mobile March 2016
  • 2. 2 Qualcomm Technologies Inc. Qualcomm, Snapdragon, Adreno, and Hexagon are trademarks of Qualcomm Incorporated, registered in the United States and other countries. All Qualcomm Incorporated trademarks are used with permission. Other products and brand names may be trademarks or registered trademarks of their respective owners. Qualcomm Snapdragon, Qualcomm Adreno, Qualcomm Hexagon, and Qualcomm Symphony System Manager are products of Qualcomm Technologies, Inc. Qualcomm Technologies, Inc. 5775 Morehouse Drive San Diego, CA 92121 U.S.A. ©2016 Qualcomm Technologies, Inc. All Rights Reserved. Disclaimer
  • 3. 3 Contents 1 Executive summary 4 2 VR offers unprecedented experiences 4 5 3 The time is right for VR 7 7 8 4 Truly immersive VR has extreme requirements 8 9 11 11 5 QTI is uniquely positioned for VR 13 15 6 Conclusion 16 2.1 A new paradigm for how we play, learn, and communicate 3.1 Ecosystem drivers and technology advancements 3.2 The mobile industry is accelerating VR adoption 4.1 Visual quality 4.2 Sound quality 4.3 Intuitive interactions 5.1 Snapdragon VR enhancements
  • 4. 4 Immersion enhances everyday experiences, making them more realistic, engaging, and satisfying. Virtual reality (VR) will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds. VR will bring a new paradigm for how we can interact with the world, offering unprecedented experiences and unlimited possibilities that will enhance our lives in many ways. This promise of VR has excited us for decades, but it is happening now due to the alignment of ecosystem drivers and technology advancements. In fact, it is mobile technologies that are accelerating VR adoption. To stimulate our human senses with realistic feedback, truly immersive VR places extreme requirements on several dimensions of the three pillars of immersion1 —visual quality, sound quality, and intuitive interactions. Adding to the complexity, mobile VR requires full immersion at low power and thermals so that the headset is sleek, lightweight, and stylish while remaining cool. Qualcomm Technologies, Inc. (QTI) is uniquely positioned to support superior mobile VR experiences by designing for these extreme requirements. By taking a system approach and custom designing specialized engines across the SoC, Qualcomm® Snapdragon™ processors are engineered to provide an efficient heterogeneous computing solution that is optimized from end-to- end for VR. 1 Executive summary Immersive experiences stimulate our senses—they draw us in, take us to another place, and keep us present in the moment. When done right, VR provides the ultimate level of immersion. By definition, VR creates a sense of physical presence in real or imagined worlds. For creating truly immersive experiences, VR places high emphasis on the three pillars of immersion to stimulate our senses with realistic feedback, providing: • Visuals so vibrant that they are eventually indistinguishable from the real world • Sounds so accurate that they are true to life • Interactions so intuitive that they become second nature and you forget there is even an interface 2 VR offers unprecedented experiences Figure 1: Immersive VR stimulates our senses with realistic feedback Interactions Sounds Visuals 1 https://www.qualcomm.com/documents/making-immersive-virtual-reality-possible-mobile
  • 5. 5 By creating the sense of presence, VR will bring a new paradigm for how we interact with the world. VR will offer unprecedented experiences and unlimited possibilities that allow us to live out our dreams on-demand. We’ll be able to be anywhere and do anything, with anyone. Our imagination and creativity are the only limits, but they will be stretched. It’s truly an exciting time. VR will impact every aspect of our lives, redefining how we play, learn, and communicate. A new paradigm for how we play, learn, and communicate Figure 2: VR offers unprecedented experiences and brings a new paradigm for how we interact with the world 2.1 Experiences in VR Play Learn Communicate Immersive movies and shows Live concerts, sports, and other events Interactive gaming and entertainment Immersive education Training and demos 3D design and art Social interactions Shared personal moments Empathetic storytelling How we play Immersive movies, shows, and videos: Movies and shows will be brought to a whole new level with things like 3D 360° spherical video capture and playback. The viewer will become the director and be able to look wherever they want, whether snowboarding, sky diving, or walking on the moon. Live concerts, sports, and other events: Imagine watching sports from the best seat in the stadium, whether it is basketball, football, the World Cup, or the Olympics (Figure 3). Or even imagine having the point of view of a player, such as a NBA player on a breakaway dunk. Interactive gaming and entertainment: Video games already create computer-generated, 360° virtual environments that are amazing, but VR will take gaming to the next level by making you feel like you are actually a character inside the game. Live sports experience Play Figure 3: Sports fans enjoy a soccer game from the best seat
  • 6. 6 How we learn and work Immersive education: School education and classroom learning will be revolutionized when students are taught with the best materials and lectures, which will keep them engaged. Students can take a field trip to Paris, the Great Wall of China, or the Grand Canyon without ever leaving the classroom. Training and demos: Training in many areas, such as healthcare, military, manufacturing, and even astronauts, will be more effective, more cost efficient, and safer with VR. For example, doctors can train in everything from surgical procedures to diagnosing a patient (Figure 4). 3D design and art: Design and visualization will be much more intuitive in VR. For example, car companies can build virtual prototypes of new vehicles, testing them thoroughly before producing a single physical part. Learn Doctor training experience Figure 4: Doctors learn through realistic training How we communicate and interact Social interactions: Individuals can virtually meet, interact, and talk with one another while feeling as if they are physically located in the same place. Family get-togethers and work meetings from distant locations will never be the same. Shared personal moments: The people you care about can virtually feel part of the moment, whether it is your child’s first step, an amazing vacation, or wedding ceremony (Figure 5). Empathetic storytelling and immersive visualization: When you become part of the story and part of the scene, the storytelling can be much more impactful, immersive, and empathetic. For example, you can know what it is like to live in a third-world country or to have a disability. VR is about creating these immersive experiences. Furthermore, it is important to point out that virtual reality is not augmented reality. Although they share similar underlying technologies, they offer distinct experiences. VR simulates physical presence in real or imagined worlds, and enables the user to interact in that world. While AR superimposes content over the real world such that the content appears to a viewer to be part of the real-world scene. Advancements in VR technologies will help make AR possible, and vice versa. Communicate Recital experience Figure 5: Grandparents feel like they are at their grandchild’s recital
  • 7. 7 3 The time is right for VR The promise of VR has excited us for decades, but introducing a new product category to the world is always challenging. However, the time is right for VR and it is happening now. Ecosystem drivers and technology advancements are aligning to make VR possible. Figure 6: Ecosystem drivers and technology advancements are aligning for VR Device availability Software infrastructure Content creation and deployment Ecosystem drivers Multimedia technologies Display and sensor technologies Power and thermal efficiency Technology advancements Ecosystem drivers and technology advancements3.1 The key ecosystem pieces—such as device availability, software infrastructure, and content creation and availability—are in place due to industry collaboration. Device availability: Besides the upcoming high-profile VR product launches from multiple OEMs in 2016, smartphone-powered VR headsets are already available and taking off. Google Cardboard, which launched in 2014, has been adopted by consumers and enterprises. In fact, over 5 million Google Cardboard viewers have shipped2 . Mobile VR headsets, as opposed to tethered, will drive mass adoption and provide the freedom to enjoy VR anywhere. Software infrastructure: The entire VR software stack is being optimized to remove bottlenecks so that VR runs well. The software infrastructure includes many components, such as the drivers, operating system, middleware engines, and tools & SDKs. QTI, for example, is helping to optimize application programming interfaces (APIs) across the entire software stack. 2 https://googleblog.blogspot.com/2016/01/unfolding-virtual-journey-cardboard.html
  • 8. 8 Content creation and availability: With hardware and software available, VR content is also being created and deployed. Content developers are experimenting with VR to create new and unprecedented experiences. App Stores, such as the Google Play Store and Oculus Store, and video stores, such as YouTube 360 and Facebook 360, are starting to fill up. For example, there are over 1000 Google Cardboard apps on Google Play store2 . A broad spectrum of VR video, including TV content such as Saturday Night Live’s 40th anniversary show, sports content such as the NBA season opener of the Warriors versus Pelicans, or concerts such as Paul McCartney is already being distributed. In terms of technology advancements, exponential improvements in many technologies are making VR possible, such as: Multimedia technologies: Graphics, video, and audio processing have improved significantly. For example, graphics processing for parallel tasks has increased exponentially for many years, enabling support for photorealistic graphics and visual quality. Display & sensor technologies: Displays have significantly increased pixel density, power efficiency, and visual quality. Sensors, such as gyroscopes, accelerometers, and tracking cameras, are smaller, higher precision, lower power, and lower cost. Power & thermal efficiency: Architecture innovations, such as heterogeneous computing, have improved power and thermal efficiency. Integration efficiency has improved due to better transistors and Moore’s Law. Optimized algorithms, such as motion tracking, run more efficiently on the hardware. The mobile industry is accelerating VR adoption3.2 Many of the technology advancements mentioned above have been driven by smartphones, and the VR ecosystem development will mirror what happened in the mobile industry. The mobile ecosystem has characteristics that make the proliferation of new technologies very feasible, such as: Innovation at scale, which brings both cutting edge technology and cost advantages. Over a billion smartphones are shipping globally per year, which brings tremendous scale and innovation to mobile. Rapid design cycles, which bring fast adoption of those cutting edge technologies. Smartphone OEMs have a cadence of shipping an upgraded model every year. Mass adoption, which means that smartphone usage has created a broad appeal for mainstream consumers. Smartphone users are adventurous and willing to try new things, such as downloading new apps from an app store. 4 Truly immersive VR has extreme requirements VR places extreme requirements on the three pillars of immersion: visual quality, sound quality, and intuitive interactions. Truly immersive VR experiences can only be achieved by simultaneously focusing on the broader dimensions of these pillars. Adding
  • 9. 9 to the complexity, mobile VR requires full immersion at low power and thermals so that the headset can be sleek, lightweight, and stylish while remaining cool. Visual quality Sound quality Intuitive interactions Immersion High resolution audio 3D audio Precise motion trackingMinimal latency Natural user interfaces Extreme pixel quantity and quality Spherical view Stereoscopic display Figure 7: Truly immersive VR has extreme requirements Visual quality4.1 To create visuals so realistic that they are eventually indistinguishable from the real world, VR requires extreme pixel quantity and quality, spherical view, and stereoscopic display. Extreme pixel quantity and quality Extreme pixel quantity and quality are required on VR headsets for several reasons, most of which can be explained by human visual system. For immersive VR, the entire field-of-view (FOV) needs to be the virtual world, otherwise you will not believe that you are actually present there. The combination of the human eye having a wide FOV and the fovea3 having high visual acuity means that an extreme number of pixels are required. In a VR headset, the display is brought close to the eyes and biconvex lenses help magnify the screen further so that the virtual world is the entire FOV. As the screen takes up more of the FOV, pixel density and quality must increase to maintain presence. Otherwise, you will see individual pixels—known as the screen door effect—and no longer feel present in the virtual world. One potential approach to help reduce the quantity of pixels processed is foveated rendering. Foveated rendering exploits the falloff of acuity in the visual periphery by rendering high resolution where the eye is fixated and lower resolution everywhere else, thus reducing the total pixels rendered. 3 The fovea is a small portion of the retina in the eye and is responsible for sharp vision.
  • 10. 10 Figure 8: Problem and solution for both lens distortion and chromatic aberration. The lenses in the VR headset, which help provide the full FOV, also create visual quality challenges (Figure 8). A wide-angle biconvex lens creates pincushion distortion, so a barrel distortion must be applied to the rendered image to compensate. In addition, further visual processing is required to correct for chromatic aberration, which causes colors to be focused at different positions in the focal plane. Chromatic correction Chromatic aberration Solution Lens distortion Solution Pincushion distortionBarrel-warped image Rendered image Problem Barrel warp Problem Pincushion distortion Warped imageRendered image Out of focus Rendered image In focus Corrected image Spherical view While wearing a VR headset, the user is free to look anywhere in the virtual world. As a result, VR needs to provide a full 360° spherical view, which means generating even more pixels as compared to a fixed view of the world. Although a 360° spherical view is not new for gaming, it is new for video and is being driven by VR. Multiple 360° spherical video formats exist in the industry, such as equirectangular, cube-map, and pyramid-map, so it important to support them all. Besides the video decoder being able to handle a high bit-rate, the GPU must also warp each image of the video so that it maps correctly to the display. Most premium 360° spherical video will be high resolution and content protected, so it is also important that the GPU supports digital rights management (DRM) extensions. Stereoscopic display Seeing the world in 3D is key to immersion. Humans see in 3D due to our binocular vision, which allows us to see objects in the scene at the right depth. To replicate this on a VR headset, a stereoscopic display shows slightly different images to each eye. These images are generated from different viewpoints, ideally the actual separation between the human eyes, so that objects in the scene appear at the right depth. Since stereographic display requires generating and processing an image per eye, this is another reason for extreme pixel quantity. For VR, we need to generate the appropriate view for each eye with stereographic rendering and video.
  • 11. 11 Sound quality4.2 To create sound so accurate that it is true-to-life and completely in synch with the visuals, VR requires high resolution audio and 3D audio. High resolution audio The sampling frequency and bits-per-sample need to be up to our human hearing capabilities to create high-fidelity sound that is truly immersive. Increased sampling rates capture both the low frequency sounds, such as water dripping, and high frequency sounds, such as birds chirping, so that the entire audio environment can be reproduced. Increased precision, or bits-per-sample, improve audio fidelity. More bits allow the analog sound signal to be reproduced more precisely when converted to digital. 3D audio Realistic 3D positional audio makes sound accurate to the real world and much more immersive. This goes beyond surround sound since the sound adjusts dynamically based on your head position and the location of the sound source. For example, if a plane is flying by, then the sound from the plane will keep adjusting as both you and the plane move. Positional audio is achieved by understanding how humans hear. A head related transfer function (HRTF) attempts to model how humans hear sound. The HRTF takes into account typical human facial and body characteristics, such as the location, shape, and size of ear, and is a function of frequency and three spatial variables. Positional audio requires the HRTF and a 3D audio format, such as scene-based audio or object-based audio, so that that the sound arrives properly to the ears. Reverberation also makes sound more realistic. In real life, sound reflections spread and interact with the environment appropriately. Reverberation is function of sound frequency, material absorption, room volume, and room surface area. Sophisticated models of the environment can be developed to create real-time convolutional reverberation. Intuitive interactions4.3 To create interactions so intuitive and responsive that they become second nature and you forget that you are even dealing with an interface, VR requires natural user interfaces, precise motion tracking, and minimal latency. Natural user interface For a VR headset, a primary input method is head movement. Turning your head to look around is very natural and intuitive. Other input methods, such as gestures, a control pad, and voice, are also being investigated by the VR industry. Figuring out the right input method is an open debate and a large research area. The VR headset should be free from wires so that the user can move freely and not be tethered to a fixed-location power outlet or computer. The headset also needs to be lightweight and comfortable for the user to wear it for long periods of time. In addition,
  • 12. 12 since the headset is a wearable device directly contacting the skin of your head, it must remain cool to the touch. To meet the extreme VR processing requirements on the device within the thermal and power constraints of a sleek wearable device, very efficient processing is required. A heterogeneous computing approach4 , which utilizes specialized engines across the SoC for efficient processing, provides high performance at low power and thermals. To enable a connected mobile experience, a high-bandwidth wireless connection is required. High bandwidth technologies like LTE Advanced, 802.11ac Wi-Fi, and 802.11ad Wi- Fi allow for fast downloads and smooth streaming. Precise motion tracking The user interface needs accurate on-device motion tracking so that the user can interact with and move freely in the virtual world. For example, when turning your head to explore the virtual world, accurate head tracking will provide the pose to generate 4 https://www.qualcomm.com/news/onq/2013/07/03/diversity-only-makes-you-stronger the proper visuals (and sounds). Similarly, if your head is stable and not moving, the visuals need to stay completely still, otherwise it may feel like you are on a boat. Motion is often characterized by how many degrees of freedom are possible in movement: either 3 degrees of freedom (3-DOF) or 6 degrees of freedom (6-DOF). 3-DOF detects rotational movement around the X, Y, and Z axis—the orientation. For head movements, that means being able to yaw, pitch, and roll your head (Figure 9), while keeping the rest of your body in the same location. 3-DOF in VR allows you to look around the virtual world from fixed points—think of a camera on a tripod. For many 360° spherical videos, 3-DOF will provide very immersive content, such as viewing sporting events or nature. 6-DOF detects rotational movement and translational movement—the orientation and position. This means that your body can now move from fixed viewpoints in the virtual world in the X, Y, and Z direction. 6-DOF in VR is very beneficial for experiences like gaming, where you can move freely in the virtual world and look around corners. However, even simple things, like looking at objects on a desk or shifting your head side-to-side can be compelling with 6-DOF. One solution to provide precise on-device motion tracking is visual-inertial odometry (VIO). VIO fuses on-device camera and inertial sensor data to generate an accurate 6-DOF pose. The on-device solution allows the VR headset to be completely mobile, so you can enjoy room-scale VR and not worry about being tethered to a PC or getting tangled in wires. Minimal latency Any lag in the user interface, whether it is the visual or audio, will be very apparent to the user and impact the ability to create immersion—plus it may make the user feel sick. Reducing system latency is key to stabilizing the virtual world as the user moves. One of the biggest challenges for VR is the amount of time between an input movement and the screen being updated, which is known as “motion to photon” latency. The total motion to photon latency must be less than 20 milliseconds (ms) for a good user X Z Y Pitch Yaw Roll Figure 9: 3-DOF and 6-DOF
  • 13. 13 5 Hardware streaming refers to processing engines that stream data directly to each other, potentially bypassing DRAM and CPU interactions. For example, the camera that streams directly to the DSP saves memory bandwidth and CPU cycles. 6 Late latching refers to processing engines utilizing the latest head pose (rather than an older version) to generate more accurate visuals and sounds. 7 Described below in section 5.1 experience in VR. To put this challenge in perspective, a display running at 60 Hz is updated every 17 ms, and a display running at 90 Hz is updated every 11 ms. There are many processing steps required before updating the display. The end-to-end path includes sampling the sensors, sensor fusion, view generation, render / decode, image correction, and updating the display. Visual processing View generation Render / decode Motion detection Sensor sampling Sensor fusion Display Image correction Quality enhancement and display “Motion” “Photon” (new pixels’ lightemitted from the screen) Figure 10: The motion to photon path includes many tasks. To minimize the system latency, an end-to-end approach that reduces the latency of individual processing tasks, that runs as many tasks in parallel as possible, and that takes the appropriate shortcuts for processing tasks is needed. An optimized solution requires hardware, software, sensors, and display all working together in harmony. Knowledge in all these areas is required to make the appropriate optimizations and design choices. Possible optimizations to reduce latency include techniques, such as high sensor sampling speeds, high frame rates, hardware streaming5 , late latching6 , asynchronous time warp7 , and single buffer rendering7 . 5 QTI is uniquely positioned for VR We are at just the beginning of the VR journey, and we expect the mobile VR headset to significantly evolve and improve over time. The industrial design will become sleeker, lighter, and more fashionable as technologies advance (Figure 11). To make this possible, Google Cardboard HMD Sleek HMD Imperceptible device? Slot-in Continued improvements in… Power efficiency Cost efficiency Pixel density & quality Intuitive interactions Sound quality Figure 11: Sleeker, lighter, and more fashionable VR devices are coming
  • 14. 14 8 Snapdragon VR SDK is expected to be available to developers in the second quarter of 2016. we foresee continued improvements coming in many areas, such as power and thermal efficiency, pixel density and pixel quality, sound quality, intuitive interactions, and cost efficiency. QTI is uniquely positioned to meet the extreme requirements of immersive VR as the headset evolves. We expect to make VR experiences more immersive by designing efficient solutions that meet the device constraints and by helping the ecosystem bring differentiated products to customers. We see opportunities to improve VR experiences by focusing on the three pillars of immersion. For visual quality, we believe it is important to provide consistent accurate color, high resolution & frame rates, and 3D 360° spherical view. For sound quality, we believe it is important to provide realistic 3D positional audio, 3D surround sound, and noise removal. For intuitive interactions, we believe it is important to provide minimized system latency and precise motion tracking, while delivering intelligent contextual interactions. Because of our heritage and technology leadership in smartphones, we are applying our mobile expertise to VR and are well positioned in the areas of: • Faster development cycles than other types of devices, with customers who increasingly require more complete solutions. • Sleek, passively cooled form factors that get thinner and more challenging each generation. • Reducing cost of technologies each generation to lower price points, so that our customers can deploy new, more immersive experiences to consumers worldwide. We also enable the ecosystem to commercialize devices and experiences via Snapdragon solutions and via ecosystem enablement. For our Snapdragon solutions, we’ve made the appropriate VR tradeoffs and focused on the right dimensions to design an efficient, differentiated SoC through: • Custom designed processing engines: Rather than licensing off-the-shelf processing engines, we have custom designed several processing engines, such as the Qualcomm® Adreno™ GPU and Qualcomm® Hexagon™ DSP, to be optimized for specific tasks and efficiency. In addition to designing superior processing engines, we also gain tremendous knowledge that we use to make system level optimizations. • Efficient heterogeneous computing: Our system approach allows us to design an optimal heterogeneous computing solution, taking into account the applications and tasks that need to be accomplished so that we can make appropriate hardware decisions. We then run the tasks on the most appropriate engines through optimized system-level software. Snapdragon 820, for example, utilizes specialized engines across the SoC for efficient processing of the diverse VR tasks, providing high performance at low power and thermals. • Optimized end-to-end solutions: By thinking holistically at the system level, understanding the challenges, and working with other companies in the ecosystem, we develop comprehensive VR solutions. For example, we are able to optimize the entire system to reduce motion to photon latency. Removing the latency bottlenecks requires making optimizations across the entire SoC and system software. With the knowledge and design expertise in house, we can quickly come up with innovative solutions and introduce new capabilities. For ecosystem enablement, QTI helps the ecosystem to quickly bring products to customers through app development tools, device optimization tools, development platforms, and ecosystem collaboration. For VR specifically, we are introducing the Snapdragon VR SDK8 , which has new APIs optimized for VR. Developers will be able to use commercially available Snapdragon 820 VR devices to see how VR applications run on real hardware.
  • 15. 15 Snapdragon VR enhancements5.1 Along with the Snapdragon 820 processor, which was designed with VR in mind, QTI announced the Snapdragon VR SDK. The Snapdragon VR SDK provides developers access to advanced VR features so that they can simplify development, optimize Stereoscopic renderingDSP sensor fusion Asynchronous time warp Power & thermal managementLens distortion correction Simplifieddevelopment | OptimizedVR performance | Power and thermal efficiency Benefits Single buffer rendering Chromatic aberration correction APIs optimized for VR UI layering Figure 12: Snapdragon VR SDK offers simplified development, optimized performance, and efficiency performance, and improve power efficiency while reducing development time. The Snapdragon VR SDK introduces new APIs optimized for VR, such as: • DSP sensor fusion: Provides precise low-latency 6-DOF motion tracking, real-time and predicted, via fusion processing on the Hexagon DSP for improved responsiveness. • Asynchronous time warp: Warps the image based on the latest head pose just prior to scan out. • Chromatic aberration correction: Corrects color distortion based on lens characteristics. • Lens distortion correction: Barrel warps the image based on lens characteristics. • Stereoscopic rendering: Generates left and right eye view, up to 3200x1800 at 90 fps. • Single buffer rendering: Renders directly to the display buffer for immediate display scan out. • UI layering: Generates menus, text, and other overlays such that they appear properly in a VR world (undistorted). • Power and thermal management: Qualcomm® Symphony System Manager SDK provides CPU, GPU, and DSP power and performance management to consistently hit 90 FPS. Other new Snapdragon 820 features that benefit VR include: • Several enhancements to achieve < 18 ms motion to photon latency • High-quality 360° spherical video at 4K 60 fps, for both HEVC and VP9 • 3D positional audio for more immersive video and gaming experiences • Ultra-fast connectivity through LTE Advanced, 802.11ac, and 802.11ad By offering hardware, software, tools, and devices all optimized for VR, QTI is uniquely positioned to lead in VR. Snapdragon 820 is the ideal solution for today’s mobile VR.
  • 16. 16 6 Conclusion We are on the verge of consumer VR becoming a reality. After several false starts, ecosystem drivers and technology advancements are aligning to make VR possible—and the mobile industry will lead the way. VR offers such new and compelling experiences that it is going to transform the way we interact with the world. Making those VR experiences truly immersive requires simultaneously meeting several extreme requirements across visual quality, sound quality, and intuitive interactions. Mobile VR, which will drive mass consumer adoption, adds additional power and thermal requirements since the headset needs to be comfortable, lightweight, and cool to the touch. QTI is uniquely positioned to meet these extreme requirements by designing efficient solutions through custom designed processing engines, efficient heterogeneous computing, and optimized end-to-end solutions. For example, the Snapdragon 820 was designed with VR in mind to make immersive VR possible on a mobile device. The Snapdragon VR SDK provides developers access to advanced VR features on the Snapdragon 820. QTI will continue to drive the industry forward as the mobile VR headset continues to evolve. Enabling truly immersive VR on mobile devices is yet another example of how Qualcomm Technologies is once again re-inventing the mobile world we live in. To get most updated information about virtual reality, please visit: www.qualcomm.com/VR
  • 17. 17