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5G and Extended Reality
(XR)
@3g4gUK
What is eXtended Reality (XR)?
©3G4G
XR is an umbrella
term for all the
immersive
technologies.
Extended reality
MRAR VR
Augmented reality (AR)
©3G4G
In augmented reality, virtual information and
objects are overlaid on the real world. This
experience enhances the real world with
digital images, text, and animation. One can
access the experience through AR glasses or
via screens, tablets, and smartphones. This
means users are not isolated from the real
world and can still interact and see what’s
going on in front of them. The most well-
known examples of AR are the Pokémon GO
game that overlays digital creatures onto the
real world or Snapchat filters that put digital
objects such as hats or glasses onto your
head.
LG U+ AR Dance-Off
©3G4G
Video link
Virtual Reality (VR)
©3G4G
In contrast to augmented reality, in a virtual
reality experience, users are fully immersed in a
simulated digital environment. Users must put
on a VR headset or head-mounted display to get
a 360 -degree view of an artificial world that
fools their brain into believing they are, e.g.,
walking in Jurassic world, swimming with whales
or stepping into whatever new world the VR
developers created. The gaming and
entertainment industry were early adopters of
this technology; however, companies in several
industries such as healthcare, construction,
engineering, the military, and more are finding
VR to be very useful.
NTT Docomo VR Example
©3G4G
Video link
Mixed Reality (MR)
©3G4G
In mixed reality, digital and real-world objects
co-exist and can interact with one another in
real-time. This is the latest immersive
technology and is sometimes referred to as
hybrid reality. It requires an MR headset and a
lot more processing power than VR or AR.
Microsoft's HoloLens is a great example that,
e.g., allows you to place digital objects into the
room you are standing in and give you the
ability to spin it around or interact with the
digital object in any way possible. Companies
are exploring ways they can put mixed reality to
work to solve problems, support initiatives, and
make their businesses better.
Microsoft HoloLens MR Example
©3G4G
Video link
XR Applications for Business
©3G4G
There are many practical
applications of XR as
shown:
👉
VR
XR
AR
MR
Retail
Training
Remote workMarketing
Real Estate
Entertainment
XR will impact everyone and everything
©3G4G
Transform how
children learn
and play
Tourists
exploring
historical sites
Families
communicating
Working
Professionals
Health and
Fitness
People with
disabilities
Children chasing
virtual
characters/immersi
ve gaming, students
using VR aids
Exploring
historical sites
through VR
seeing them in
their original
state
Families bought
together with life-
like
communication
Engineers
collaborating on
shared design
to improve
efficiency
Virtual
trainers to
motivate
fitness groups
Experiences that might
be impossible or unsafe
for them in real life. They
can run, ski, ride bikes,
and climb mountains.
AR, VR & XR Head Mounted Devices
Oculus
HTC Vive
Samsung Gear
Google Cardboard
Powis Cardboard
Microsoft Hololens
Magic Leap
Mira Prism
- Gensler slide
©3G4G
A glimpse into the future — everyday AR glasses
©3G4G 4
A glimpse into the future — everyday AR glasses
New optics and projection
technologies within a durable,
semitransparent display
Directional speakers
Tracking and recording cameras
Inertial, haptic,
and health sensors
Many passive and active cameras
with fisheye and telephoto lenses
Optoelectronic night vision
and thermal imaging sensors
Ambient light sensors
Multiple high sensitivity
audio microphones
Eye tracking cameras
Bone conduction transducers Multimode connectivity
(4G, 5G, etc.)
Source: Qualcomm
6-DoF allows developers to bring the user into their story
©3G4G
• Full immersion
• Can become part of the story
• Can now interact and change the story
• Can only watch
3 degrees of freedom (3-DoF) 6 degrees of freedom (6-DoF)
Source: Qualcomm
5G (IMT-2020) Requirements
©3G4G
10 years
battery life
M2M
Ultra low cost
100 x
More devices than 4G
>10 Gbps
Peak data rates
100 Mbps
Whenever needed
10000 x
More traffic than 4G
UR
Ultra-Reliable
(99.999%)
< 1 ms
Low latency on
radio interface
1,000,000
devices per km2
ITU-R IMT-2020 requirements
3GPP SA1 service requirements
©3G4G
• In June 2016, SA1 finalized service requirements for 5G called
New Services and Markets Technology Enablers (SMARTER)
• They are documented in the TS 22.261 service requirements for
the 5G system (link)
• VR aspects are addressed under efficient content delivery and
Low latency and high reliability sections.
o Requirements on the data rate : 250 Mbps
o Requirements on motion‐to sound and motion‐to‐photon
latencies
o Requirements on audio/video synchronization
Source: 3GPP Presentation
Checkpoint on VR (360)
©3G4G
Audio systems
• Channel based
• Objectbased
• Scene based
VR AudioWorkflow
• Content production
• Audio productionformats
• Rendering systems
• Data exchange
• Ambisonics analysis
• Rendering
April 2016– June2017:Study on Virtual reality
Video systems
• Human factors
• FOV and lenses
• Optical aberrations
VR VideoWorkflow
• Capture
• Stitching
• Projection
• Packing
• Encoding/decoding
• Rendering
3GPP
TR26.918
VirtualReality
(VR)
mediaservices
over3GPP
Source: 3GPP Presentation
Checkpoint on VR (360)
©3G4G
Source: 3GPP Presentation
Release 15 Technical specification for streamingservices
• Definition of client architecture andAPI for VR streaming
services
• Set of operating points covering the large range of device
capabilities from Carboards to high-end tethered HMDs.
• Definition of Media profiles: mapping of operating points to
DASH delivery
• System metadata is added to support rendering of 360
experiences on 2D screens, including the aspects of rendering
without pose information
3GPP
TS26.118
VirtualReality
profiles for
streaming
applications
XR over 5G
©3G4G
• XR use cases including AR are further discussed in detail in the 3GPP
SA4 study item Extended Reality (XR) in 5G (TR 26.928). The following
classification of use cases is identified in the document:
• Offline Sharing of 3D Objects
• Real-time XR Sharing
• XR Multimedia Streaming
• Online XR Gaming
• Industrial Services
• XR Mission Critical
• XR Conference
• Spatial Audio Multiparty Call
Source: 5G Americas Whitepaper
XR Devices and Form Factors
©3G4G
Summary of XR Device Types (3GPP TR 26.928)
XR Type
Number
XR Device Type
Name
Tethering
Examples
5G Uu Modem XR Engine
Localization
Power Supply Typical Max
Avail Power
XR5G-P1 Phone n/a XR device XR device or split Internal 3-5 W
XR5G-V1 Simple VR Viewer wired
tethering
USB-C External External External 2-5 W
XR5G-V2 Simple VR Viewer wireless
tethering
802.11ad/y, 5G
sidelink, etc.
External External Internal 2-3 W
XR5G-V3 Smart VR Viewer wireless
tethering
802.11ad/y, 5G
sidelink, etc.
External XR device or Split Internal 2-3 W
XR5G-V4 VR HMD Standalone n/a XR device XR device or Split Internal 3-7 W
XR5G-A1 Simple AR Wearable Glass
wired tethering
USB-C External External External 1-3 W
XR5G-A2 Simple AR Wearable Glass
wireless tethering
802.11ad/y, 5G
sidelink. etc.
External External Internal 0.5 – 2 W
XR5G-A3 Smart AR HMD see-through
standalone
n/a XR device XR device or Split Internal 3-7 W
XR5G-A4 AR Wearable Glass
standalone
n/a XR device XR device or Split Internal 2 - 4 W
XR5G-A5 Smart AR Wearable Glass
wireless tethering
802.11ad/y, 5G
sidelink. etc.
External XR device or Split Internal 0.5 – 2 W
©3G4G
5G-XR Functions in 5GS
©3G4G
XR & Edge Computing
©3G4G
Examples of XR Traffic Requirements
XR Use Case and Architecture XR gaming with generalized
XR architecture
360o XR streaming with
Device-based architecture
Uplink requirements Bitrate Flow 1: 640 Kbps
Flow 2: 16 Mbps
<<640 Kbps
Packet format UDP TCP
Packet Error Rate (PER) Flow 1: 1e-3, 1.25 ms
Flow 2: 1e-3, 100 ms
1e-6
Packet Delay Budget (PDB) Flow 1: 1.25 ms
Flow 2: 100 ms
300 ms
Downlink
requirements
Bitrate 100-150 Mbps 10-25 Mbps
Packet format RTP-UDP TCP
Packet Error Rate (PER) 1e-3 1e-6
Packet Delay Budget (PDB) 10 ms 300 ms
©3G4G
Source: 5G Americas Whitepaper
Telecom VR service 5G network construction standards
ServiceType Sevice Scenario Network Requirement
Video
Sub-Scenario Resolutio
n ratio
Bit rate
(Mbps)
Frame
rate(fps)
Bandwidt
h (TCP
DL)
Bandwidt
h (TCP
UL)
Network
RTT Delay
Minimum
RSRP(dBm
)
Minimum
SINR(dB)
VR
Panoramic
180° 3D 4K 100 30 150Mbps 1Mbps ≤35ms -105 dBm 3dB
360° 2D 4K 40 30 60Mbps 1Mbps ≤35ms -108 dBm 3dB
360° 3D 4K 40 30 60Mbps 1Mbps ≤35ms -108 dBm 3dB
8K
2D(FOV)
8K 60 30 90Mbps 1Mbps ≤35ms -110 dBm 2dB
3D cinema 4K 30 30 45Mbps 1Mbps ≤35ms -110 dBm 2dB
Giant screen cinema 4K 30 30 45Mbps 1Mbps ≤35ms -110 dBm 2dB
Game
VR game
(high latency sensitivity)
3K 40 60 80Mbps 4Mbps ≤20ms -108 dBm 3dB
VR game
(Medium latency sensitivity)
3K 40 60 80Mbps 4Mbps ≤40ms -110 dBm 2dB
VR game
(Low latency sensitivity)
3K 40 60 80Mbps 4Mbps ≤60ms -110 dBm 2dB
©3G4G
Source: GSMA Whitepaper 5G Use Cases for Verticals China 2020
Challenge #1: Form factor and high cost barriers
©3G4G
AFFORDABILITY UI devices
Additional
PCs
Standalone
models
Mass market
products,
sub-1000 usd
FORMFACTORS
Bulky
Heavy
Large
Eyeglass
type of “smart
glasses”
Source: GSMA presentation, see references
Challenge #2: High computing is indispensable
©3G4G
Source: GSMA presentation, see references
Challenge #3: Latency is the key
©3G4G
Source: GSMA presentation, see references
References
©3G4G
• 3GPP TR 26.928: Extended Reality (XR) in 5G (Release 16) (link)
• Qualcomm: VR and AR pushing connectivity limits (link)
• 5G Americas: 5G Services Innovation Whitepaper, November 2019
(link)
• Qualcomm: VR Device/hardware Ecosystem (link)
• 3GPP achievements on VR & ongoing developments on XR over 5G -
Gilles Teniou, 3GPP SA4 Vice-Chairman, Orange (link)
• 3GPP activities around Virtual Reality - Gilles Teniou – 3GPP SA4 Vice
Chair / VIDEO SWG Chairman (link)
• The activities of GSMA on 5G and Cloud AR/VR (link)
• China Mobile: Cloud AR in 5G Era (link)
Thank You
To learn more, visit:
3G4G Website – https://www.3g4g.co.uk/
3G4G Blog – https://blog.3g4g.co.uk/
Telecoms Infrastructure Blog – https://www.telecomsinfrastructure.com/
Operator Watch Blog – https://www.operatorwatch.com/
Connectivity Technology Blog – https://www.connectivity.technology/
Free 5G Training – https://www.free5gtraining.com/
Follow us on Twitter: https://twitter.com/3g4gUK
Follow us on Facebook: https://www.facebook.com/3g4gUK/
Follow us on LinkedIn: https://www.linkedin.com/company/3g4g
Follow us on SlideShare: https://www.slideshare.net/3G4GLtd
Follow us on YouTube: https://www.youtube.com/3G4G5G
©3G4G

More Related Content

Intermediate: 5G and Extended Reality (XR)

  • 1. 5G and Extended Reality (XR) @3g4gUK
  • 2. What is eXtended Reality (XR)? ©3G4G XR is an umbrella term for all the immersive technologies. Extended reality MRAR VR
  • 3. Augmented reality (AR) ©3G4G In augmented reality, virtual information and objects are overlaid on the real world. This experience enhances the real world with digital images, text, and animation. One can access the experience through AR glasses or via screens, tablets, and smartphones. This means users are not isolated from the real world and can still interact and see what’s going on in front of them. The most well- known examples of AR are the Pokémon GO game that overlays digital creatures onto the real world or Snapchat filters that put digital objects such as hats or glasses onto your head.
  • 4. LG U+ AR Dance-Off ©3G4G Video link
  • 5. Virtual Reality (VR) ©3G4G In contrast to augmented reality, in a virtual reality experience, users are fully immersed in a simulated digital environment. Users must put on a VR headset or head-mounted display to get a 360 -degree view of an artificial world that fools their brain into believing they are, e.g., walking in Jurassic world, swimming with whales or stepping into whatever new world the VR developers created. The gaming and entertainment industry were early adopters of this technology; however, companies in several industries such as healthcare, construction, engineering, the military, and more are finding VR to be very useful.
  • 6. NTT Docomo VR Example ©3G4G Video link
  • 7. Mixed Reality (MR) ©3G4G In mixed reality, digital and real-world objects co-exist and can interact with one another in real-time. This is the latest immersive technology and is sometimes referred to as hybrid reality. It requires an MR headset and a lot more processing power than VR or AR. Microsoft's HoloLens is a great example that, e.g., allows you to place digital objects into the room you are standing in and give you the ability to spin it around or interact with the digital object in any way possible. Companies are exploring ways they can put mixed reality to work to solve problems, support initiatives, and make their businesses better.
  • 8. Microsoft HoloLens MR Example ©3G4G Video link
  • 9. XR Applications for Business ©3G4G There are many practical applications of XR as shown: 👉 VR XR AR MR Retail Training Remote workMarketing Real Estate Entertainment
  • 10. XR will impact everyone and everything ©3G4G Transform how children learn and play Tourists exploring historical sites Families communicating Working Professionals Health and Fitness People with disabilities Children chasing virtual characters/immersi ve gaming, students using VR aids Exploring historical sites through VR seeing them in their original state Families bought together with life- like communication Engineers collaborating on shared design to improve efficiency Virtual trainers to motivate fitness groups Experiences that might be impossible or unsafe for them in real life. They can run, ski, ride bikes, and climb mountains.
  • 11. AR, VR & XR Head Mounted Devices Oculus HTC Vive Samsung Gear Google Cardboard Powis Cardboard Microsoft Hololens Magic Leap Mira Prism - Gensler slide ©3G4G
  • 12. A glimpse into the future — everyday AR glasses ©3G4G 4 A glimpse into the future — everyday AR glasses New optics and projection technologies within a durable, semitransparent display Directional speakers Tracking and recording cameras Inertial, haptic, and health sensors Many passive and active cameras with fisheye and telephoto lenses Optoelectronic night vision and thermal imaging sensors Ambient light sensors Multiple high sensitivity audio microphones Eye tracking cameras Bone conduction transducers Multimode connectivity (4G, 5G, etc.) Source: Qualcomm
  • 13. 6-DoF allows developers to bring the user into their story ©3G4G • Full immersion • Can become part of the story • Can now interact and change the story • Can only watch 3 degrees of freedom (3-DoF) 6 degrees of freedom (6-DoF) Source: Qualcomm
  • 14. 5G (IMT-2020) Requirements ©3G4G 10 years battery life M2M Ultra low cost 100 x More devices than 4G >10 Gbps Peak data rates 100 Mbps Whenever needed 10000 x More traffic than 4G UR Ultra-Reliable (99.999%) < 1 ms Low latency on radio interface 1,000,000 devices per km2 ITU-R IMT-2020 requirements
  • 15. 3GPP SA1 service requirements ©3G4G • In June 2016, SA1 finalized service requirements for 5G called New Services and Markets Technology Enablers (SMARTER) • They are documented in the TS 22.261 service requirements for the 5G system (link) • VR aspects are addressed under efficient content delivery and Low latency and high reliability sections. o Requirements on the data rate : 250 Mbps o Requirements on motion‐to sound and motion‐to‐photon latencies o Requirements on audio/video synchronization Source: 3GPP Presentation
  • 16. Checkpoint on VR (360) ©3G4G Audio systems • Channel based • Objectbased • Scene based VR AudioWorkflow • Content production • Audio productionformats • Rendering systems • Data exchange • Ambisonics analysis • Rendering April 2016– June2017:Study on Virtual reality Video systems • Human factors • FOV and lenses • Optical aberrations VR VideoWorkflow • Capture • Stitching • Projection • Packing • Encoding/decoding • Rendering 3GPP TR26.918 VirtualReality (VR) mediaservices over3GPP Source: 3GPP Presentation
  • 17. Checkpoint on VR (360) ©3G4G Source: 3GPP Presentation Release 15 Technical specification for streamingservices • Definition of client architecture andAPI for VR streaming services • Set of operating points covering the large range of device capabilities from Carboards to high-end tethered HMDs. • Definition of Media profiles: mapping of operating points to DASH delivery • System metadata is added to support rendering of 360 experiences on 2D screens, including the aspects of rendering without pose information 3GPP TS26.118 VirtualReality profiles for streaming applications
  • 18. XR over 5G ©3G4G • XR use cases including AR are further discussed in detail in the 3GPP SA4 study item Extended Reality (XR) in 5G (TR 26.928). The following classification of use cases is identified in the document: • Offline Sharing of 3D Objects • Real-time XR Sharing • XR Multimedia Streaming • Online XR Gaming • Industrial Services • XR Mission Critical • XR Conference • Spatial Audio Multiparty Call Source: 5G Americas Whitepaper
  • 19. XR Devices and Form Factors ©3G4G
  • 20. Summary of XR Device Types (3GPP TR 26.928) XR Type Number XR Device Type Name Tethering Examples 5G Uu Modem XR Engine Localization Power Supply Typical Max Avail Power XR5G-P1 Phone n/a XR device XR device or split Internal 3-5 W XR5G-V1 Simple VR Viewer wired tethering USB-C External External External 2-5 W XR5G-V2 Simple VR Viewer wireless tethering 802.11ad/y, 5G sidelink, etc. External External Internal 2-3 W XR5G-V3 Smart VR Viewer wireless tethering 802.11ad/y, 5G sidelink, etc. External XR device or Split Internal 2-3 W XR5G-V4 VR HMD Standalone n/a XR device XR device or Split Internal 3-7 W XR5G-A1 Simple AR Wearable Glass wired tethering USB-C External External External 1-3 W XR5G-A2 Simple AR Wearable Glass wireless tethering 802.11ad/y, 5G sidelink. etc. External External Internal 0.5 – 2 W XR5G-A3 Smart AR HMD see-through standalone n/a XR device XR device or Split Internal 3-7 W XR5G-A4 AR Wearable Glass standalone n/a XR device XR device or Split Internal 2 - 4 W XR5G-A5 Smart AR Wearable Glass wireless tethering 802.11ad/y, 5G sidelink. etc. External XR device or Split Internal 0.5 – 2 W ©3G4G
  • 21. 5G-XR Functions in 5GS ©3G4G
  • 22. XR & Edge Computing ©3G4G
  • 23. Examples of XR Traffic Requirements XR Use Case and Architecture XR gaming with generalized XR architecture 360o XR streaming with Device-based architecture Uplink requirements Bitrate Flow 1: 640 Kbps Flow 2: 16 Mbps <<640 Kbps Packet format UDP TCP Packet Error Rate (PER) Flow 1: 1e-3, 1.25 ms Flow 2: 1e-3, 100 ms 1e-6 Packet Delay Budget (PDB) Flow 1: 1.25 ms Flow 2: 100 ms 300 ms Downlink requirements Bitrate 100-150 Mbps 10-25 Mbps Packet format RTP-UDP TCP Packet Error Rate (PER) 1e-3 1e-6 Packet Delay Budget (PDB) 10 ms 300 ms ©3G4G Source: 5G Americas Whitepaper
  • 24. Telecom VR service 5G network construction standards ServiceType Sevice Scenario Network Requirement Video Sub-Scenario Resolutio n ratio Bit rate (Mbps) Frame rate(fps) Bandwidt h (TCP DL) Bandwidt h (TCP UL) Network RTT Delay Minimum RSRP(dBm ) Minimum SINR(dB) VR Panoramic 180° 3D 4K 100 30 150Mbps 1Mbps ≤35ms -105 dBm 3dB 360° 2D 4K 40 30 60Mbps 1Mbps ≤35ms -108 dBm 3dB 360° 3D 4K 40 30 60Mbps 1Mbps ≤35ms -108 dBm 3dB 8K 2D(FOV) 8K 60 30 90Mbps 1Mbps ≤35ms -110 dBm 2dB 3D cinema 4K 30 30 45Mbps 1Mbps ≤35ms -110 dBm 2dB Giant screen cinema 4K 30 30 45Mbps 1Mbps ≤35ms -110 dBm 2dB Game VR game (high latency sensitivity) 3K 40 60 80Mbps 4Mbps ≤20ms -108 dBm 3dB VR game (Medium latency sensitivity) 3K 40 60 80Mbps 4Mbps ≤40ms -110 dBm 2dB VR game (Low latency sensitivity) 3K 40 60 80Mbps 4Mbps ≤60ms -110 dBm 2dB ©3G4G Source: GSMA Whitepaper 5G Use Cases for Verticals China 2020
  • 25. Challenge #1: Form factor and high cost barriers ©3G4G AFFORDABILITY UI devices Additional PCs Standalone models Mass market products, sub-1000 usd FORMFACTORS Bulky Heavy Large Eyeglass type of “smart glasses” Source: GSMA presentation, see references
  • 26. Challenge #2: High computing is indispensable ©3G4G Source: GSMA presentation, see references
  • 27. Challenge #3: Latency is the key ©3G4G Source: GSMA presentation, see references
  • 28. References ©3G4G • 3GPP TR 26.928: Extended Reality (XR) in 5G (Release 16) (link) • Qualcomm: VR and AR pushing connectivity limits (link) • 5G Americas: 5G Services Innovation Whitepaper, November 2019 (link) • Qualcomm: VR Device/hardware Ecosystem (link) • 3GPP achievements on VR & ongoing developments on XR over 5G - Gilles Teniou, 3GPP SA4 Vice-Chairman, Orange (link) • 3GPP activities around Virtual Reality - Gilles Teniou – 3GPP SA4 Vice Chair / VIDEO SWG Chairman (link) • The activities of GSMA on 5G and Cloud AR/VR (link) • China Mobile: Cloud AR in 5G Era (link)
  • 29. Thank You To learn more, visit: 3G4G Website – https://www.3g4g.co.uk/ 3G4G Blog – https://blog.3g4g.co.uk/ Telecoms Infrastructure Blog – https://www.telecomsinfrastructure.com/ Operator Watch Blog – https://www.operatorwatch.com/ Connectivity Technology Blog – https://www.connectivity.technology/ Free 5G Training – https://www.free5gtraining.com/ Follow us on Twitter: https://twitter.com/3g4gUK Follow us on Facebook: https://www.facebook.com/3g4gUK/ Follow us on LinkedIn: https://www.linkedin.com/company/3g4g Follow us on SlideShare: https://www.slideshare.net/3G4GLtd Follow us on YouTube: https://www.youtube.com/3G4G5G ©3G4G