GridRaster Raises $2 Million for AR/VR Cloud Rendering Solution

Palo Alto-based VR/AR startup GridRaster recently announced a nearly $2 million seed funding round to strengthen and develop their mobile VR/AR rendering infrastructure. GridRaster claims to deliver high-fidelity graphics at 10 times the performance compared to standalone mobile platforms, a feat accomplished by a method of cloud computing optimisation called ‘edge computing’.

Offloading the rendering of real-time graphics from power-limited mobile devices to the cloud from can provide major performance advantages, but at the expense of latency – an essential factor to minimise in VR/AR applications. Edge computing is an evolving paradigm in cloud computing optimisation, where the typical latency problems associated with the cloud can be mitigated. According to the press release provided to Road to VR, GridRaster leverages this technology “to re-define the network and compute stack at multiple layers – device, network and edge cloud.”

VR/AR devices using mobile chipsets are expected to continue as the largest sector over the next few years, and while CPU and GPU performance will improve significantly, power and heat will remain limiting factors. In his keynote at Oculus Connect 4 in October, John Carmack lamented the end of Moore’s Law, warning that PC performance “will never get to a mobile platform” and that developers should be prepared to “embrace the grind” of eternal mobile optimisation. GridRaster’s edge cloud infrastructure may offer a potential alternative – or at least additional tool – for extracting greater performance from mobile platforms.

Moore’s Law showing exponential increase in microprocessor transistors, image courtesy Wgsimon

As explained in the press release, GridRaster “provides the underlying infrastructure to distribute and manage loads across servers, dynamically optimizing network bandwidth and intelligently reducing latency to enable compelling immersive experiences,” claiming to offer “high fidelity graphics at ultra-low latency” with a 10 times increase in performance over the mobile platform alone, and easy integration into popular engines like Unity.

“GridRaster’s software technology focus helps further advance augmented reality and virtual reality experiences by off-loading processing to remote servers and clouds to support real-time collaboration of complex 3D models with significantly reduced power requirements on mobile devices,” said John Haddick, CTO at Osterhout Design Group, one of the select group of GridRaster customers named in the press release. “It is an exciting technology application for ODG smartglasses as we work with enterprise customers who want to create and collaborate in mixed reality or build immersive 3D interactive experiences. We are impressed by what their software can accomplish in a wide-range of mobile environments.”

The near $2 million funding round consists of investments from several venture capital firms including Lumia Capital, Pipeline Capital, Exfinity Ventures, NextStar Partners, Unshackled Ventures, and Explorer Group. Istvan Jonyer, Principal at NexStar Partners made perhaps the boldest claim about the transformative potential of the technology:

“We see the future of VR being powered by the mobile phone, which everyone has in their pockets,” says Joyner. “GridRaster’s technology will turn these handsets into high-end VR HMDs at an attractive price point to enable high-end enterprise and consumer VR/AR experiences at scale.”

“We have just begun to see capabilities this technology can bring to the VR/AR space,” said Rishi Ranjan, founder and CEO of GridRaster. “We have proven out our core technology working with great partners. Now, with new capital, we will work toward strengthening our development team and maturing the product for specific enterprise and customer use cases as we continue to establish GridRaster as a standard and platform of choice for cloud-powered high-end VR/AR.”

The post GridRaster Raises $2 Million for AR/VR Cloud Rendering Solution appeared first on Road to VR.

Edge Computing Test Zone to Be Set Up In Silicon Valley

The demands of virtual reality (VR) and augmented reality (AR) applications can be hard on the battery life and components of smartphones. Developers often are forced to make a compromise between battery life and graphical fidelity. AT&T are now setting up a system in Silicon Valley which will alleviate this issue by outsourcing high-end processing to the cloud using an Edge Computing system.

The Palo Alto Edge Computing test zone is being set up to allow developers, engineers and technology companies to test the efficacy of the Edge computing system and its ability to improve the latency, graphics and realism of high-end smartphone applications, such as those involving VR or AR.

VR and AR applications tend to be draining on battery life, and efforts to resolve this problem result in a reduction in graphical fidelity. Letting cloud computing take some of this strain would appear to be an obvious solution, but since the servers and data centres are often a long way from the user’s device, this can result in high levels of latency, which can cause simulation sickness in VR applications. Edge computing resolves this issue by moving the data processing closer to the user, by installing processors in locations such as cell towers and other locations through the mobile network.

“Our goal in this experiment is to find the right architecture, the right services and the right business value in this ecosystem,” said Igal Elbaz, head of the AT&T Foundry. “It’s all about moving quickly and collaborating closely with third-party innovators and developers.”

AT&T do not currently have any specific projects set up for testing the Edge Computing network, but the company is inviting contributions and collaborations from various technology companies in the Palo Alto area who might benefit from the technology. The initial test area covers several miles, and its location means that establishes companies and start-ups can all work directly with AT&T to evaluate the technology.

Further information can be found in a white paper published by AT&T which goes into further detail on the project.

VRFocus will continue to report on new innovations in the VR and AR areas.