VRAR白皮书(英文版)_38页-3mb
报告摘要
CAICT 2017 VR/AR White Paper Summary
Core Content
The CAICT 2017 Virtual Reality/Augmented Reality White Paper provides an in-depth analysis of the VR/AR industry's technological trends, ecosystem development, and strategic recommendations for telecom operators. It outlines the evolution of VR/AR, the key technologies driving the industry, and the role of various stakeholders in shaping the future of immersive technologies.
Main Viewpoints
- VR/AR as a Key Field of New-Generation ICT: VR and AR are considered essential components of the new-generation information and communications technology, with broad applications and significant industry potential.
- VR/AR Industry is Emerging and Evolving: Despite its long technical history, VR/AR remains an emerging industry with ongoing technological development and industry structure formation.
- Immersive Experience as a Focus: The development of VR/AR is centered around improving immersive experience, which depends on advancements in key technologies such as near-eye display, rendering, perception and interaction, network transmission, and content creation.
- Policy and Capital Support: The VR/AR industry has received strong support from governments and investors globally, with China and the US being the key regions for development.
- Integration with AI: VR and AR are closely linked to AI, particularly in rendering, perception, and interaction, with AI playing a crucial role in enabling immersive experiences and reducing dizziness.
- Industry Ecosystem and Segmentation: The VR/AR industry is divided into three main segments: components/equipment, tools/platforms, and content/applications. The ecosystem is still evolving, with a growing emphasis on perception and interaction, and content creation.
- Technology Roadmaps: The paper outlines a technology maturity timeline, predicting the widespread adoption of key technologies like high-resolution screens, optical systems, and rendering algorithms by 2020 and beyond.
Key Information
1. VR Experience Levels and Network Requirements
| Level | Video Resolution | Monocular Resolution | Network Bandwidth | Network RTT |
|---|---|---|---|---|
| EI | 4K 2D (3840*1920) | 960*960 (100° FOV) | 20–50 Mbps | <40 ms |
| PI | 8K 2D (7680*3840) | 1920*1920 (110° FOV) | 50–200 Mbps | <30 ms |
| DI | 12K 2D (11520*5760) | 3840*3840 (120° FOV) | 200 Mbps–1 Gbps | <20 ms |
| FI | 24K 3D (23040*11520) | 7680*7680 (120° FOV) | 2–5 Gbps | <10 ms |
2. VR/AR Technology Architecture
The VR/AR technology architecture is composed of five core fields:
- Near-eye display
- Rendering processing
- Perception and interaction
- Network transmission
- Content creation
These are further divided into three hierarchical layers, with the first layer being the core technologies and the second and third layers being more detailed technical components.
3. Key Technologies and Trends
-
Near-eye Display:
- High Angular Resolution and Wide FOV: These are essential for enhancing immersive experience and reducing the screen-door effect.
- Dizziness Control: A major challenge, with solutions such as reducing latency, improving coordination between sensory inputs, and addressing vergence accommodation conflict (VAC).
- Leading Screen Technologies: AMOLED, LCOS, and OLEDoS are key technologies in near-eye displays. AMOLED is widely used in VR devices due to its fast response time, low weight, and reduced blue ray radiation. LCOS and OLEDoS are favored for AR due to their high resolution and light efficiency.
-
Perception and Interaction:
- Tracking and Positioning: Core to VR/AR, especially for immersive experiences.
- Environment Understanding: Based on machine vision, a key trend for AR.
- Multi-channel Interaction: Enhances user engagement in VR.
-
Network Transmission:
- High Bandwidth and Low Latency: Critical for real-time VR experiences.
- Access Network Trends: New Wi-Fi, 5G, and large-capacity PON are being developed to support VR.
- Bearer Network Trends: Simple architecture, smart pipes, multicast on demand, and network isolation are important for efficient VR service delivery.
- Low-Latency Data Centers: Necessary for cloud-based VR computing.
- Optimization Techniques: Projection, coding, and transmission technologies are key to improving VR network performance.
-
Rendering Processing:
- Enhanced Algorithms: Deep learning-based rendering improves image quality and reduces rendering time.
4. Industry Ecosystem and Development Trends
- The VR/AR industry ecosystem is dominated by components/equipment, tools/platforms, and content/applications.
- Perception and Interaction, and Content Creation are the next development focuses.
- IPR Competition is a growing trend, with China and the US leading in patent applications.
- The VR/AR+ Era is emerging, where VR/AR technologies are integrated into various industries such as manufacturing, medicine, games, and media.
5. Strategic Recommendations for Telecom Operators
- Core Link in the VR/AR Industry Chain: Telecom operators play a vital role in ensuring the quality and popularization of VR/AR services.
- Driving Service Evolution: Operators are encouraged to evolve VR services from virtual cinemas to live VR and cloud-based VR.
- Development Recommendations:
- Invest in high-quality content creation and perception interaction technologies.
- Support network infrastructure that meets the high bandwidth and low latency requirements of VR.
- Promote industry collaboration and IPR protection.
- Develop cloud-based VR solutions and low-latency data centers.
Conclusion
This white paper provides a comprehensive overview of the VR/AR industry's technological advancements and strategic directions. It emphasizes the importance of improving immersive experience, reducing dizziness, and developing robust network infrastructure. The integration of VR/AR with AI and the emergence of VR/AR+ applications are also highlighted as key future trends. Telecom operators are encouraged to take an active role in the development and popularization of VR/AR technologies by investing in key areas and supporting the industry ecosystem.
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