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Date:  2022-05-16 802.11bx: Enabling Metaverse Date:  2022-05-16 802.11bx: Enabling Metaverse

Date: 2022-05-16 802.11bx: Enabling Metaverse - PowerPoint Presentation

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Date: 2022-05-16 802.11bx: Enabling Metaverse - PPT Presentation

Metaverse ARVR and Wearables Slide 1 May 2022 Chunyu Hu Name Affiliations Address Phone email Chunyu Hu Meta Platform Inc 1808 Discovery Way Sunnyvale CA 94086 chunyuhufbcom ID: 1046992

huslide network computation peer network huslide peer computation 2022 latency qos support wlan bss multi source server metaverse msec

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1. Date: 2022-05-16802.11bx: Enabling Metaverse-- Metaverse, AR/VR, and WearablesSlide 1May 2022Chunyu HuNameAffiliationsAddressPhoneemailChunyu HuMeta Platform, Inc.1808 Discovery Way, Sunnyvale, CA 94086chunyuhu@fb.com

2. Discuss the key requirements for next generation WLAN standard to enable MetaverseMetaverseAR/VR applicationsWearablesAgile network/BSS operation and managementRobust QoS over WLANsUbiquitousness: capacity, area, mobilitySpectrum efficiency, and graceful handling of coex with legacy STAsAbstractChunyu HuSlide 2May 2022

3. Chunyu HuSlide 3May 2022[Source]A giant digital world that CONNECTS PEOPLE in virtual/augmented/mixed realityMetaverse

4. A large variety of AR/VR applicationsEntertainment: gaming, virtual sight/shop touringEducation: surgery training, pilot training, study at school/home Work: collaborative VR e.g Spatial, workroom, enhanced e-meetingEveryday life: social VR, augmented/hologram callingDifferent devices/applications provide a large varying degree of fidelity and sensational experiences, from very high to low:Environmental/user input: what you see, hear, feel/touch, where you stand, how you move …Display: VR shows 360o virtual environment while AR does that partiallyAR/VR ApplicationsChunyu HuSlide 4May 2022Source-1Source-2Source-3

5. Common network requirements, including:Sustainable throughput: doesn’t fluctuate as violently as network loadStable low latency: predictable, low jitter802.11be amendment introduced features e.g. (but not limited to) to that end in WLAN:r-TWT schedulingEnhanced QoS signalingTXOP sharingMLOScalability is increasingly important for AV/VR to become an everyday life’s companion tool to access Metaverse. This can be translated to:AR/VR service capacity in a WLAN: SP/schedule utilization, spectrum efficiencyCoverage area: multi-BSS coordination, mobilityLocal rendering transitioning to remote/split/cloud renderingNetwork RequirementsChunyu HuSlide 5May 2022

6. Network Latency: One to OneChunyu HuSlide 6May 2022Last mileLast mileNetwork delayNetwork delayBroadband, cellular access/core network, ISP …Verizon monthly latency report Feb-2022 [source]:{45ms, 30ms} or less for regional RTT within {North America, Europe}, respectively90ms or less for transatlantic RTT between London and New York99.5 percent or greater packet delivery for regional/transatlantic round tripsFCC measurement report of fixed broadband latency [MBA program: source, 12/31/2021] (chart 7):Measured DSL median latencies: 21-37 msecMeasured cable median latencies: 12-26 msecMeasured fiber ISPs median latencies: 8-13 msecA very simplified view of end-to-end network connectionEnd-to-end network latency is composed of delays in multi-segments (of different technologies) / multi-hop network connections, easily reaching tens of milliseconds or more.

7. Applications that involves a group of users would naturally require a server-based architecture where cloud computing provides scalable solutionThe to/from server/storage connection adds additional hop(s) and hence delay to the end-to-end network latencyIn addition, the computation at server, e.g. cloud rendering common scene that users rendezvous, adds delayOne (Multiple)-to-Multiple UsersChunyu HuSlide 7May 2022InternetCloud computing{Server, storage}Add additional delay

8. Immersive Experience  MTP LatencyChunyu HuSlide 8May 2022Human perception demands Less than 20 msec Motion-to-Photon (MTP) latencySome trained/skillful users may require less, 7-15 msec.sourceHow to reconcile the reality and requirement (tens of msec e2e delay) (<20 msec MTP)???Localize computation in the MTP path

9. WearablesChunyu HuSlide 9May 2022AR/VR applications involve: sensor/camera data processing, rendering, display …Wearables have very limited computation capability, cannot do all!

10. Localize the critical components in the Motion-To-Photon pathEdge computing: bring computation source in network closer to deviceTether a wearable device to a {mobile phone, pad, laptop, PC, router/gateway}To enable Metaverse at scale, we expect to see a lot of localized network traffic in addition to Internet traffic in a WLANOffload Computation To Nearby DevicesChunyu HuSlide 10May 2022Single/multi-family residential areaOffice building, campusSchool classroomsHospitalsShopping mall…

11. A better support of peer-to-peer communication in WLAN becomes essentialWith such MANY peer-to-peer links, the challenge in providing satisfying QoS goes beyond just optimizing AP/STAs linksA native support of p2p links is desirableAn agile network/BSS operation and management is needed to share and coordinate resources utilization over a time period, and that may have to be done at a finer granularity (finer than connection based):Spectrum: channel, sub-channel, RUSchedule: e.g. r-TWTTXOPNative Support of Hybrid WLANsChunyu HuSlide 11May 2022STA1STA1aSTA2STA2aSTA3STA3aSTA4STA4aSTA5STA5a...Provide a stable QoS-warranted wireless link to a static or mobile user at sufficient scale...Nearby AP

12. Emerging industry efforts: building and supporting AR/VR devices and application to connect people in MetaverseNext gen WLAN should continue to grow and scale robust QoS support to beyond a single BSSNative support of multiple BSS and peer-to-peer linksMobilityWearables AR/VR devices favors power/spectrum efficient solutionsLimited computation resourceBattery operation time and thermal limit-> not super high-end Wi-Fi devicesOthers:Graceful handling coex with legacy STAsConclusionChunyu HuSlide 12May 2022