Virtual Reality Augmented Reality White Paper.pdf
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1、 Virtual Reality/Augmented Reality White Paper (2017) China Academy of Information and Communications Technology (CAICT) Huawei Technologies Co., Ltd December 2017 COPYRIGHT NOTICE This white paper is copyright of CAICT and is protected by applicable laws. The reproduction of text or opinions contai
2、ned in this white paper, by forwarding, excerpts, or any other means, requires you to specify source: CAICT. Violation of this notice will render you liable for legal proceedings. Acknowledgement Under the guidance of the department of electronics and information, Ministry of Industry and Informatio
3、n Technology, this white paper was jointly prepared by China Academy of Information and Communications Technology (CAICT) and Huawei Technologies Co., Ltd. During the preparation, CAICT gained professional support from the following parties: the iLab and the 2012 Labs of Huawei Technologies Co., Ltd
4、.; the Innovation Business Department and the virtual reality content creation center of BOE Technology Group Co., Ltd.; GoerTek; China Telecom Shanghai Research Institute; Whaley VR; air360china; and HiScene. Due to factors such as limited time, knowledge, and the still developing industry, there m
5、ight be mistakes in this white paper. Please feel free to correct us anytime. Preface Virtual Reality (VR)/Augmented Reality (AR) is a key field of the new-generation information and communications technology, which features large application space, huge industry potential, and wide technical span.
6、It has great significance to driving the transformation and upgrade of core components, extensive smart devices, network transmission devices, cloud computing devices, telecom services, and software and industry information services. VR/AR has a long technical history. However, it is an emerging ind
7、ustry and the development of the VR/AR industry and technologies has not been fully finalized. From the perspective of technology, near-eye display, rendering processing, perception and interaction, network transmission, and content creation are forming the primary system. From the perspective of in
8、dustry structure, the VR industrial system depends on components/equipment, tools/platforms, and contents/applications. When compared with the relatively mature intelligent terminals, VR has a similar industrial system. However, significant differences also exist. In this white paper, the following
9、aspects are systematically described: VR concepts, levels of VR experience, technology architecture, segment systems, and technology development roadmaps. In addition, a detailed segment map of Chinas VR industry was produced based on Chinas local VR enterprises and their roles in the key points of
10、the VR industry chain. The white paper also analyzes the industry ecosystem and development trends, based on which development suggestions are offered to telecom operators. CAICT Virtual Reality/Augmented Reality White Paper (2018) Contents 1 Background 2 1.1 Evolution of the VR Concept and Its Form
11、 Divisions 2 1.2 VR Rises Because of Lowered Threshold, Focused Capital, and Policy Support 4 1.3 VR Becomes the Development Focus in the Mobile Internet Evolution Towards the Artificial Intelligence Era 6 2 Key Technology Trend 7 2.1 Preliminary Formation of the VR Technology Architecture 7 2.2 Imm
12、ersive Experience Improvement and Dizziness Control: Trends of Near-Eye Display Technologies 9 2.2.1 High Angular Resolution and Wide FOV: Key to Improve Immersive VR Experience 9 2.2.2 Dizziness Control: a Challenge to VR Near-Eye Display 10 2.2.3 AMOLED, LCOS, and OLEDoS: Leading Near-Eye Screen T
13、echnologies 10 2.3 Tracking and Positioning, Environment Understanding, and Multi-Channel Interaction: Focuses of Perception and Interaction Technologies 12 2.3.1 Tracking and Positioning: a Core Technology in the Field of VR and AR Perception and Interaction 12 2.3.2 Environment Understanding Based
14、 on Machine Vision: Trend of AR Perception and Interaction 13 2.3.3 Multi-Channel Interaction: Trend of VR Perception and Interaction 13 2.4 High Bandwidth, Low Latency, Large Capacity, and Service Isolation: Trends of Network Transmission Technologies 15 2.4.1 New Wi-Fi, Large-Capacity PON, and 5G:
15、 Trends of Access Network Technologies for VR 15 2.4.2 Simple Architecture, Smart Pipe, Multicast On Demand, and Network Isolation Are Development Trends of Bearer Networks for VR Services 16 2.4.3 A Low-Latency Data Center Is Key to VR Computing Capability Cloudification 18 2.4.4 Projection, Coding
16、, and Transmission Technologies Are Key to Optimizing the VR Network Performance 19 2.4.5 VR-oriented Network O the latter includes games, social networking, movies, and live broadcast. The penetration of VR applications to manufacturing and life is accelerating. The VR/AR+ era has emerged. Accordin
17、g to Goldman Sachs, the market share of global VR software applications will reach USD 45 billion in 2025, with areas such as games, social networking, videos, and live broadcast promoted by the mass and other areas promoted by enterprises and public departments. CAICT Virtual Reality/Augmented Real
18、ity White Paper (2018) Figure 3-8 Typical VR application domains 3.4.1 In VR+ Industries, VR is the key in smart manufacturing In the technology roadmap for major areas, the policy document Made in China 2025 lists VR as one of the key technologies of core information equipment in smart manufacturin
19、g. Fundamentally, VR is used for information collection and real-time communication in all stages during smart manufacturing, implementing dynamic interaction, and decision-making analysis and control. In the auto industry, VR implements the integration of design, manufacturing, and testing in stage
20、s such as requirement analysis, overall design, process design, manufacturing, testing, and maintenance. Vehicle vendors can achieve visibility, interactivity, and other technological features with VR. The R VR terminals are expensive, resulting in a low user penetration rate; VR movie contents are
21、relatively lacking; high-quality physical VR experience stores are not available on a large scale. Live VR has become a new norm. According to statistics published by Goldman Sachs, the estimated market share of live VR will be USD 750 million in 2020 and USD 4.1 billion in 2025 with the number of u
22、sers reaching 95 million. VR broadcast is widely used in sport events, news, concerts, and launch events. Many Internet sensations are also proactive in trying it. Currently, there are over 20 live VR platforms in China. Traditional OTT broadcast platforms (more than 200) have also gradually started
23、 to support the live VR function. WhaleyVR broadcast this season of Chinese Super League (CSL) live through VR together with China Sports Media and Flycat. Sports lenses, such as the 3D cableway shooting system and track shooting system, are first introduced to live VR. A 180-degree image covering t
24、he full view is displayed after onsite synthesizing. A concert by Faye Wong (a famous Chinese female singer/song writer), titled Fayes Moments Live 2016, which was held in Shanghai, had 90 thousand people paying for the live VR. The broadcast platform of Tencent had over 2 thousand users watching th
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