Presentation is loading. Please wait.

Presentation is loading. Please wait.

Network Diagrams for HMD based VR Service

Similar presentations


Presentation on theme: "Network Diagrams for HMD based VR Service"— Presentation transcript:

1 Network Diagrams for HMD based VR Service
SangKwon Jeong, JoyFun Inc., HyunSam Kang, JoyFun Inc.,

2 Compliance with IEEE Standards Policies and Procedures
Subclause of the IEEE-SA Standards Board Bylaws states, "While participating in IEEE standards development activities, all participants...shall act in accordance with all applicable laws (nation-based and international), the IEEE Code of Ethics, and with IEEE Standards policies and procedures." The contributor acknowledges and accepts that this contribution is subject to The IEEE Standards copyright policy as stated in the IEEE-SA Standards Board Bylaws, section 7, and the IEEE-SA Standards Board Operations Manual, section 6.1, The IEEE Standards patent policy as stated in the IEEE-SA Standards Board Bylaws, section 6, and the IEEE-SA Standards Board Operations Manual, section 6.3,

3 Cybersickness Reduction Working Group
IEEE 3079 Cybersickness Reduction Working Group [Dong Il Seo and Network Diagrams for HMD based VR Service Date: Author(s): Sangkwon Jeong, HyunSam Kang Name Affiliation Phone [optional] [optional] Sangkwon Jeong JoyFun Inc., HyunSam Kang

4 Total Motion-to-Photon Latency ≤20ms
VR System Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Local Content Server Data Processing Unit 2ms Remote Content Server Data Processing Unit 2ms Case Status of each node Remarks 1 direct Wired connection (e.g. HDMI) Wired WAN chip display Panel Wired Network (WAN) VIVE / Oculus / PS VR

5 VR System Access Point or Base Station
Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Data Processing Unit Access Point or Base Station Remote Content Server Data Processing Unit 2ms Case Status of each node Remarks 2 direct chip Wireless LAN WAN display Panel Wireless Network Gear VR or Oculus GO 3 Cellular network Mobile Network

6 Total Motion-to-Photon Latency ≤20ms
VR System Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Local Content Server Data Processing Unit 2ms Case Status of each node Remarks 4 direct LAN / Wireless connection n/a chip display Panel Local Network VIVE / Oculus / PS VR

7 Total Motion-to-Photon Latency ≤20ms
VR System Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Local Content Server Data Processing Unit 2ms Remote Content Server Data Processing Unit 2ms Case Status of each node Remarks 5 Sensor Network Wired connection (e.g. HDMI) n/a chip display Panel Motion Sensing Whole kinds HMD

8 VR System Total Motion-to-Photon Latency ≤20ms HMD ⑦ ① ⑥ ② ⑤ ③ ④
Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Access Point or Base Station Access Point or Base Station Remote Content Server Data Processing Unit 2ms Case Status of each node Remarks 6 direct on Board Cellular network / Wireless LAN chip display Panel Network Handover Gear VR or Oculus GO

9 Background Information
The purpose of this document is to find a way to minimize the VR sickness. Out of all factors causing the VR sickness, motion-to-photon latency is considered as this is the only factor that matters to the network. Maximum tolerable motion-to-photon in VR system is 20 ms. VR system has some fixed latency from the hardware component such as display Current commercial HMDs exist in two types Stand Alone Type All VR content are either rendered or decoded by the embedded processing unit. Display Type All VR content are either rendered or decoded by the external device such as PC or gaming console. For the purpose of network analysis, we do not consider the Stand Alone type HMDs as no network issue exist here. The following diagrams include the cases where the Display Type HMDs are used.

10 Total Motion-to-Photon Latency ≤20ms
Stand Alone Type VR System Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Data Processing Unit No network latency exist in the connection sections 2 and 3

11 Total Motion-to-Photon Latency ≤20ms
Display Type VR System Total Motion-to-Photon Latency ≤20ms HMD Motion Input New Image Output 1ms Pixel Switching 1ms IMU 90Hz OLED Display 11ms Write Display Data Processing Unit Network latency exist in the connection sections 2 and 3

12 * LAN: wired or wireless
Case 1 HMD is connected to a local content server such a PC or a gaming console by a wired or wireless network. VR content is being rendered or decoded in the local content server and HMD is receiving the VR content through either a wired or a wireless network. Local Content Server LAN HMD * LAN: wired or wireless

13 Case 2 HMD is connected to a remote content server such as cloud rendering by wired and wireless network. VR content is being rendered or decoded in the remote content server and streamed to the HMD. The remote content server is connected via WAN as the remote content server is located outside of the local area. Remote Content Server WAN HMD * WAN: wired + wireless

14 * LAN: wired or wireless * WAN: wired + wireless
Case 3 This is an extended version of case 1 – more than one VR system are connected to the remote content server. HMD is connected to a local server like case 1 and the local content server is rendering or decoding VR content and send it back to the HMD. The remote content server in this case is computing the content sent by the local content servers and redistributing the calculated data back to the local content servers rather than rendering the content in local content server. Remote Content Server WAN Local Content Server Local Content Server LAN LAN HMD HMD * LAN: wired or wireless * WAN: wired + wireless

15 Case 4 This is an extended version of case 2 - more than one HMD are connected to the remote server. HMD is connected to a remote server like case 2 and the remote server is rendering or decoding VR content and send it back to the HMD. Remote Content Server WAN HMD HMD

16 * LAN: wired or wireless * WAN: wired + wireless
Case 1 Case 2 Case 3 Local Content Server Remote Content Server Remote Content Server LAN WAN WAN HMD HMD Local Content Server Local Content Server LAN LAN Case 4 Remote Content Server HMD HMD WAN * LAN: wired or wireless * WAN: wired + wireless HMD HMD


Download ppt "Network Diagrams for HMD based VR Service"

Similar presentations


Ads by Google