Qualcomm Announces World\\u2019s First 5G Augmented, Virtual And Mixed Reality XR Platform
Qualcomm announced the worlds first 5G-supported extended reality (XR) platform called the Qualcomm Snapdragon XR2 Platform. It boasts multiple new technologies that Qualcomm claims to give the newer platform 2x the CPU and GPU performance, 4x more video bandwidth, 6x higher resolution and 11x AI improvement over the precious XR platform.
Qualcomm Announces World\\u2019s First 5G Augmented, Virtual And Mixed Reality XR Platform
The developments come after last November, Qualcomm partnered with telecoms firm T-Mobile to launch the Snapdragon Spaces XR software development kit (SDK) for augmented, virtual, and mixed reality (AR/VR/MR) solutions.
Additionally, this is the first XR platform to enable low latency camera pass-through to unlock true MR, which allow users to see, interact and create a hybrid of the virtual and real world while wearing a VR device. To meet the demands of truly immersive XR, the platform has customized visuals, interactivity and audio technologies, all of which utilize the foundational technology of AI and option of 5G connectivity.
Microsoft's collaborative mixed-reality platform, Mesh, shows how meetings with people in virtual spaces could happen instantly and in work-like environments. Apple already enables multiperson AR in real places, but a necessary next step would be to allow a platform for collaboration in AR and VR like Microsoft has been trying to develop.
At the IFA, Telekom presented the virtual reality work "The Fantastic VR - Fantaventura". The production took place in the Berlin Volucap Studios. The world's first VR experience of a band in 6DoF (Six [...]
As a forward-looking platform, it is vital that the XR2 can close the gap between the real and virtual worlds as the prospective glasses are set to be used for VR, XR and even MR. High performance, no compromise graphics is definite must and the XR2 has 1.5 times the shader processing power, 1.5x the pixel throughput rates and 3x the texel rate, 3K x 3K resolution output per eye at up to 90 FPS and is the first XR platform to even support 8K 360-degree videos at 60 FPS (and 4K at 120FPS).
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Desktop-based virtual reality involves displaying a 3D virtual world on a regular desktop display without use of any specialized VR positional tracking equipment. Many modern first-person video games can be used as an example, using various triggers, responsive characters, and other such interactive devices to make the user feel as though they are in a virtual world. A common criticism of this form of immersion is that there is no sense of peripheral vision, limiting the user's ability to know what is happening around them.
In 1992, Nicole Stenger created Angels, the first real-time interactive immersive movie where the interaction was facilitated with a dataglove and high-resolution goggles. That same year, Louis Rosenberg created the virtual fixtures system at the U.S. Air Force's Armstrong Labs using a full upper-body exoskeleton, enabling a physically realistic mixed reality in 3D. The system enabled the overlay of physically real 3D virtual objects registered with a user's direct view of the real world, producing the first true augmented reality experience enabling sight, sound, and touch.
Virtual reality is most commonly used in entertainment applications such as video games, 3D cinema, amusement park rides including dark rides and social virtual worlds. Consumer virtual reality headsets were first released by video game companies in the early-mid 1990s. Beginning in the 2010s, next-generation commercial tethered headsets were released by Oculus (Rift), HTC (Vive) and Sony (PlayStation VR), setting off a new wave of application development. 3D cinema has been used for sporting events, pornography, fine art, music videos and short films. Since 2015, roller coasters and theme parks have incorporated virtual reality to match visual effects with haptic feedback. VR not only fits the trend of the digital industry but also enhances the film's visual effect. The film gives the audience more ways to interact through VR technology.
The first fine art virtual world was created in the 1970s. As the technology developed, more artistic programs were produced throughout the 1990s, including feature films. When commercially available technology became more widespread, VR festivals began to emerge in the mid-2010s. The first uses of VR in museum settings began in the 1990s, seeing a significant increase in the mid-2010s. Additionally, museums have begun making some of their content virtual reality accessible.
Experiencing VR by children may further involve simultaneously holding the idea of the virtual world in mind while experiencing the physical world. Excessive usage of immersive technology that has very salient sensory features may compromise children's ability to maintain the rules of the physical world, particularly when wearing a VR headset that blocks out the location of objects in the physical world. Immersive VR can provide users with multisensory experiences that replicate reality or create scenarios that are impossible or dangerous in the physical world. Observations of 10 children experiencing VR for the first time suggested that 8-12-years-old kids were more confident to explore VR content when it was in a familiar situation, e.g. the children enjoyed playing in the kitchen context of Job Simulator, and enjoyed breaking rules by engaging in activities they are not allowed to do in reality, such as setting things on fire.
Qualcomm has unveiled its new extended reality platform called the Snapdragon XR2 platform. Qualcomm says it's the world's first 5G-supported platform, which can be scaled across various uses cases of augmented reality (AR), virtual reality (VR), and mixed reality (MR). The Snapdragon XR2 promises twice the CPU and GPU performance, four times more video bandwidth, six times higher resolution, and eleven times AI improvement. Qualcomm says that its current working with multiple OEMs for commercialising devices based on the XR2 platform soon.
The Snapdragon XR2 is positioned as the premium extended reality offering, while the XR platform continues to exist a tier below it. Qualcomm states that the Snapdragon XR2 is the world's first XR platform with seven concurrent cameras and a dedicated computer vision processor. This is also said to be the first XR platform which enables low-latency camera pass-through for mixed reality use cases. Compared to the Snapdragon 835 mobile XR platform, the new XR2 platform supports 1.5x the pixel rate 3x telex rate for graphics rendering.
Qualcomm has revealed its first mixed reality platform with 5G, the Snapdragon XR2 Platform, aiming to bring ubiquitous connectivity to augmented reality and virtual reality headsets and smart glasses. Debuting in reference design form today, Qualcomm's headset still isn't going to be mistaken for a sleek set of sunglasses, but the features might well make it worth it.
On the sound side, there's 3D audio to make virtual scenes more immersive. However Qualcomm is also promising audio context detection: an XR2-powered headset could identify the sound of a baby crying in the real world, for instance, and warn you within your mixed reality app.
This is Qualcomm's first real embrace of mixed reality, and the chip company is positioning the Snapdragon XR2 Platform as offering a blend of both AR and VR rather than one or the other. Already, the technology offers augmented reality with a field-of-view as broad as that of virtual reality, Qualcomm says. That paves the way for being able to shift from AR to VR and back again with the same hardware, as though you're turning a dimmer switch between the real and virtual worlds.
Finland's Varjo have added real-time chroma keying and marker tracking as early access features for its XR-1 Developer Edition headset. Varjo say it is the first company to deliver chroma keying in real-time for mixed reality devices. It is an industry-standard technique known as green-screening and used in broadcasting and film. With marker tracking, professional users can instantly anchor any virtual objects to the real world using [...]
Inlusion demonstrated its de-icing/anti-icing virtual reality training program last week at I/ITSEC in Orlando, Florida. The simulation program was created for Baltic Ground Services. Image credit: Inlusion The program simulates the aircraft de-Icing procedures in VR, including liquid spray, lifting platform control and communication with other staff. Students can practice in two different modes: a full-training program or an examination mode. In the first mode, the user [...]