Technology – BROADFIELD NEWS https://news.broadfield.com Distributor of Live Production Equipment for Resellers Only Wed, 20 Sep 2017 19:40:08 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 https://news.broadfield.com/wp-content/uploads/2018/11/bdi-square-logo-150x150.png Technology – BROADFIELD NEWS https://news.broadfield.com 32 32 What’s Next for VR? More Throughput, Less Latency … and a Killer App https://news.broadfield.com/whats-next-for-v-r-more-throughput-less-latency-and-a-killer-app/ Wed, 10 May 2017 19:14:10 +0000 http://www.broadfield.com:8080/news/index.php/2017/05/10/whats-next-for-v-r-more-throughput-less-latency-and-a-killer-app/  

Tony Kontzer, technology author, and blogger for NVIDIA wrote this piece. 

Virtual reality is going to get a lot more real.

With a vision of VR serving as the future of computer interfaces, NVIDIA has set its sights on refining the rendering process — to increase 

throughput, reduce latency and create a more mind-blowing visual experience for users.

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Virtual reality is going to get a lot more real.

With a vision of VR serving as the future of computer interfaces, NVIDIA has set its sights on refining the rendering process — to increase throughput, reduce latency and create a more mind-blowing visual experience for users.

That effort was the subject of a presentation Tuesday at the GPU Technology Conference, where Morgan McGuire, an associate professor of computer science at Williams College who will soon join NVIDIA as a distinguished research scientist, told attendees that there are significant challenges to overcome.

For instance, McGuire said future graphics systems need to be able to process 100,000 megapixels per second, up from the 450 megapixels per second they’re capable of today. Doing so will help push rendering latency down from current thresholds of about 150 milliseconds down to 20 milliseconds, with a goal of getting that down under one millisecond, approaching the maximum perceptive abilities of humans.

“We’re about five or six magnitudes of order [between] modern VR systems and what we want,” McGuire said during a well-attended talk. “That’s not an incremental increase.”

What makes latency an even more pressing problem is the fact that as VR systems increase resolution, their throughput also increases, which fuels latency. So even as latency shrinks, the gains are often offset by the growth of the throughput.

“You can’t process the first pixel of the next stage until you’ve completed the final pixel in the previous stage,” McGuire said.

To bring latency down enough, McGuire said NVIDIA is, and will be, experimenting in many areas:

  • It starts with the renderer, which drives most of the latency. McGuire said that removing Path Tracer, which is the film industry’s primary rendering tool, from the process and replacing it with a combination of rasterization and GPUs, speeds up the rendering process.
  • NVIDIA research teams have found that eliminating post-rasterization tools such as shading and post FX increases throughput and reduces latency, but it also reduces image quality.
  • Eye-tracking software enables VR systems to deliver the sharpest resolution to whatever parts of an image the user is looking at, allowing the rendering process to deliver lower resolution imagery of for the rest of the display.
  • Breaking an image into many versions and angles of that image — like creating a bug’s view of an image — also brings down latency, but it requires a lot of throughput, just as if it were processing many images simultaneously.
  • NVIDIA researchers also have been testing the effectiveness of using a sheet of holographic glass that replaces the assortment of lenses and filters that a camera uses, enabling focus-on-the-fly by moving back and forth as the user’s eyes move to different parts of an image.

Will VR Kill the Keyboard?

Probably the most surprising part of McGuire’s talk was the subject of text. When he brought this up, audience members were momentarily confused, until he explained further that if VR becomes the gateway to augmented reality and the interface for consumer computer use, it will one day replace keyboards with some other tool. And that means that how text is entered and displayed becomes a major consideration.

In this scenario, McGuire said, “text is actually the killer app” for VR — definitely not what anyone in the room expected to hear.

Naturally, all of these improvements are likely to drive up the price tag for a desktop VR system, which have typically cost about $5,000. McGuire declined to speculate on what pricing of future systems might look like, but he made it clear it won’t be as dramatic as some might fear

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Facebook is improving the 360 video experience by predicting where you will look https://news.broadfield.com/facebook-is-improving-the-360-video-experience-by-predicting-where-you-will-look/ Fri, 21 Apr 2017 15:27:27 +0000 http://www.broadfield.com:8080/news/index.php/2017/04/21/facebook-is-improving-the-360-video-experience-by-predicting-where-you-will-look/ From the stage of F8, Joaquin Quinonero, Facebook’s Director of Applied Machine Learning, described a new technique the company is using to improve the watching experience for 360 videos. 

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John Mannes  machine learning writer for TechCrunch  created a this piece about the innovative way Facebook is changing their 360 videos

From the stage of F8, Joaquin Quinonero, Facebook’s Director of Applied Machine Learning, described a new technique the company is using to improve

 the watching experience for 360 videos. The format is challenging to deliver because of its size, but Facebook is using machine learning to reduce the number of pixels that have to be rendered at any one time. By predicting where a viewer will look next, rendering priority can be given to that location  — particularly helpful for users with lower quality internet access.

 

The status quo for 360 videos is reactive rather than proactive rendering. Mike Coward, engineering director for Facebook’s VR video team echoed the frustration of users to me when he described the unpleasantness of turning your head in VR only to see a blurry scene.

One partial fix is to optimize compression. But teams at the company are already using machine learning to select across the thousand-plus compression techniques for individual snippets of video. The other way to reduce the streaming load is to just cut down on what you’re rendering. And rather than reduce quality across the board, Facebook’s approach improves resolution for exactly what you’re most likely to look at next.

 

 

Step one was to use the resources of the company to monitor where people actually do look when watching 360 videos. Facebook’s VR video team created a heat-map that highlighted the most popular spots that users looked at within videos. From there, Facebook built a generative saliency map using a deep neural network. This model makes it possible to perform predictions on new videos that haven’t previously been watched or studied.

 

If a human were to be given the task of predicting where someone might look, they might study their natural environment and look for anomalies that could catch one’s interest — think birds or a car driving by.

Abstracting away to the neural net, the physical cars and birds cease to matter. Facebook’s model was trained on a massive corpus of videos to identify interesting subsets of a video frame. Coward told me that the model, when faced with a surfer in the ocean, is capable of picking selecting the surfer as most interesting, despite the fact that both are fast moving entities.

After implementing the prediction model, Facebook was able to increase resolution by 39 percent on VR devices. Aside from improving resolution and making 360 videos accessible to people without great network connections, the technology could some day make it possible to offer preemptive suggestions to creators on how to make videos more engaging.

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How to Apply NDI Technology in a Production Workflow https://news.broadfield.com/how-to-apply-ndi-technology-in-a-production-workflow/ Mon, 06 Feb 2017 19:51:38 +0000 http://www.broadfield.com:8080/news/index.php/2017/02/06/how-to-apply-ndi-technology-in-a-production-workflow/

In this webcast our experts cover real-world NDI use in live video production, and NewTek’s Don Ballance demonstrates NDI production scenarios using TriCaster®, TalkShow® and MediaDS™ systems. You'll also get a good look at NewTek AutoLink for Panasonic PTZ, and how to automatically detect compatible IP cameras across your network.

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In this webcast our experts cover real-world NDI use in live video production, and NewTek’s Don Ballance demonstrates NDI production scenarios using TriCaster®, TalkShow® and MediaDS™ systems. You’ll also get a good look at NewTek AutoLink for Panasonic PTZ, and how to automatically detect compatible IP cameras across your network. 

 


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