Prototype Meta Headset Includes Custom Silicon for Photorealistic Avatars on Standalone

Researchers at Meta Reality Labs have created a prototype VR headset with a custom-built accelerator chip specially designed to handle AI processing to make it possible to render the company’s photorealistic Codec Avatars on a standalone headset.

Long before the company changed its name, Meta has been working on its Codec Avatars project which aims to make nearly photorealistic avatars in VR a reality. Using a combination of on-device sensors—like eye-tracking and mouth-tracking—and AI processing, the system animates a detailed recreation of the user in a realistic way, in real-time.

Or at least that’s how it works when you’ve got high-end PC hardware.

Early versions of the company’s Codec Avatars research were backed by the power of an NVIDIA Titan X GPU, which monstrously dwarfs the power available in something like Meta’s latest Quest 2 headset.

But the company has moved on to figuring out how to make Codec Avatars possible on low-powered standalone headsets, as evidenced by a paper published alongside last month’s 2022 IEEE CICC conference. In the paper, Meta reveals it created a custom chip built with a 7nm process to function as an accelerator specifically for Codec Avatars.

Specially Made

Image courtesy Meta Reality Labs

According to the researchers, the chip is far from off the shelf. The group designed it with an essential part of the Codec Avatars processing pipeline in mind—specifically, analyzing the incoming eye-tracking images and generating the data needed for the Codec Avatars model. The chip’s footprint is a mere 1.6mm²

“The test-chip, fabricated in 7nm technology node, features a Neural Network (NN) accelerator consisting of a 1024 Multiply-Accumulate (MAC) array, 2MB on-chip SRAM, and a 32bit RISC-V CPU,” the researchers write.

In turn, they also rebuilt the part of the Codec Avatars AI model to take advantage of the chip’s specific architecture.

“By re-architecting the Convolutional [neural network] based eye gaze extraction model and tailoring it for the hardware, the entire model fits on the chip to mitigate system-level energy and latency cost of off-chip memory accesses,” the Reality Labs researchers write. “By efficiently accelerating the convolution operation at the circuit-level, the presented prototype [chip] achieves 30 frames per second performance with low-power consumption at low form factors.”

The prototype headset is based on Quest 2 | Image courtesy Meta Reality Labs

By accelerating an intensive part of the Codec Avatars workload, the chip not only speeds up the process, but it also reduces the power and heat required. It’s able to do this more efficiently than a general-purpose CPU thanks to the custom design of the chip which then informed the rearchitected software design of the eye-tracking component of Codec Avatars.

But the headset’s general purpose CPU (in this case, Quest 2’s Snapdragon XR2 chip) doesn’t get to take the day off. While the custom chip handles part of the Codec Avatars encoding process, the XR2 manages the decoding process and rendering the actual visuals of the avatar.

Image courtesy Meta Reality Labs

The work must have been quite multidisciplinary, as the paper credits 12 researchers, all from Meta’s Reality Labs: H. Ekin Sumbul, Tony F. Wu, Yuecheng Li, Syed Shakib Sarwar, William Koven, Eli Murphy-Trotzky, Xingxing Cai, Elnaz Ansari, Daniel H. Morris, Huichu Liu, Doyun Kim, and Edith Beigne.

It’s impressive that Meta’s Codec Avatars can run on a standalone headset, even if a specialty chip is required. But one thing we don’t know is how well the visual rendering of the avatars is handled. The underlying scans of the users are highly detailed and may be too complex to render on Quest 2 in full. It’s not clear how much the ‘photorealistic’ part of the Codec Avatars is preserved in this instance, even if all the underlying pieces are there to drive the animations.

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The research represents a practical application of the new compute architecture that Reality Lab’s Chief Scientist, Michael Abrash, recently described as a necessary next step for making the sci-fi vision of XR a reality. He says that moving away from highly centralized processing to more distributed processing is critical for the power and performance demands of such headsets.

One can imagine a range of XR-specific functions that could benefit from chips specially designed to accelerate them. Spatial audio, for instance, is desirable in XR across the board for added immersion, but realistic sound simulation is computationally expensive (not to mention power hungry!). Positional-tracking and hand-tracking are a critical part of any XR experience—yet another place where designing the hardware and algorithms together could yield substantial benefits in speed and power.

Fascinated by the cutting edge of XR science? Check out our archives for more breakdowns of interesting research.

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Reality Labs Chief Scientist Outlines a New Compute Architecture for True AR Glasses

Speaking at the IEDM conference late last year, Meta Reality Labs’ Chief Scientist Michael Abrash laid out the company’s analysis of how contemporary compute architectures will need to evolve to make possible the AR glasses of our sci-fi conceptualizations.

While there’s some AR ‘glasses’ on the market today, none of them are truly the size of a normal pair of glasses (even a bulky pair). The best AR headsets available today—the likes of HoloLens 2 and Magic Leap 2—are still closer to goggles than glasses and are too heavy to be worn all day (not to mention the looks you’d get from the crowd).

If we’re going to build AR glasses that are truly glasses-sized, with all-day battery life and the features needed for compelling AR experiences, it’s going to take require a “range of radical improvements—and in some cases paradigm shifts—in both hardware […] and software,” says Michael Abrash, Chief Scientist at Reality Labs, Meta’s XR organization.

That is to say: Meta doesn’t believe that its current technology—or anyone’s for that matter—is capable of delivering those sci-fi glasses that every AR concept video envisions.

But, the company thinks it knows where things need to head in order for that to happen.

Abrash, speaking at the IEDM 2021 conference late last year, laid out the case for a new compute architecture that could meet the needs of truly glasses-sized AR devices.

Follow the Power

The core reason to rethink how computing should be handled on these devices comes from a need to drastically reduce power consumption to meet battery life and heat requirements.

“How can we improve the power efficiency [of mobile computing devices] radically by a factor of 100 or even 1,000?” he asks. “That will require a deep system-level rethinking of the full stack, with end-to-end co-design of hardware and software. And the place to start that rethinking is by looking at where power is going today.”

To that end, Abrash laid out a graph comparing the power consumption of low-level computing operations.

Image courtesy Meta

As the chart highlights, the most energy intensive computing operations are in data transfer. And that doesn’t mean just wireless data transfer, but even transferring data from one chip inside the device to another. What’s more, the chart uses a logarithmic scale; according to the chart, transferring data to RAM uses 12,000 times the power of the base unit (which in this case is adding two numbers together).

Bringing it all together, the circular graphs on the right show that techniques essential to AR—SLAM and hand-tracking—use most of their power simply moving data to and from RAM.

“Clearly, for low power applications [such as in lightweight AR glasses], it is critical to reduce the amount of data transfer as much as possible,” says Abrash.

To make that happen, he says a new compute architecture will be required which—rather than shuffling large quantities of data between centralized computing hubs—more broadly distributes the computing operations across the system in order to minimize wasteful data transfer.

Compute Where You Least Expect It

A starting point for a distributed computing architecture, Abrash says, could begin with the many cameras that AR glasses need for sensing the world around the user. This would involve doing some preliminary computation on the camera sensor itself before sending only the most vital data across power hungry data transfer lanes.

Image courtesy Meta

To make that possible Abrash says it’ll take co-designed hardware and software, such that the hardware is designed with a specific algorithm in mind that is essentially hardwired into the camera sensor itself—allowing some operations to be taken care of before any data even leaves the sensor.

Image courtesy Meta

“The combination of requirements for lowest power, best requirements, and smallest possible form-factor, make XR sensors the new frontier in the image sensor industry,” Abrash says.

Continue on Page 2: Domain Specific Sensors »

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Meta’s Q1 AR/VR Revenue Up 35%, ‘Driven By Sales Of Quest 2’

Meta’s Reality Labs revenue grew 35% year-on-year in Q1 2022 – but costs grew 55%.

Reality Labs is the division of Meta responsible for Quest VR hardware & software, Portal video calling appliances, and the Ray-Ban Stories camera glasses – as well as researching and developing AR glasses and other future AR and VR devices.

The division brought in $695 million revenue in Q1 2022, up from $534 in Q1 2021. But the cost of this division was a whopping $3.6 billion, up from $2.36 billion in Q1 2021. The result is a loss of $2.96 billion, up from a loss of $1.83 billion in Q1 2021.

Meta’s CFO said the Reality Labs revenue growth was “driven by sales of Quest 2”. While costs are growing significantly, revenue is clearly growing too – Quest 2’s success shows no signs of slowing down:

This increase in costs isn’t unexpected however – Mark Zuckerberg warned investors in October that investments in AR & VR would reduce Meta’s overall 2021 profit by $10 billion, and said “I expect this investment to grow even further for each of the next several years”.

Zuckerberg today told investors he intends to spend tens of billions of dollars over this decade “laying the groundwork for what I expect to be a very exciting 2030’s when this is established as the primary computing platform”, saying he’s even prepared to trade off short term profits for the long term opportunities AR and VR present if it comes down to that. This could turn out to be the largest bet in the history of the tech industry – but will it work?

Oculus Quest Begins to Fade Away as Meta Quest Rebrand Underway

Meta Quest website

It was difficult to miss that big metaverse announcement at Connect last month when Facebook decided to shed that company name in favour of Meta. The branding has begun to appear on Meta’s range of products and as Reality Labs head Andrew Bosworth revealed, that would include phasing out the Oculus brand altogether. If you head on over to Oculus.com you can begin to see that in full effect with the new Meta Quest.

Meta - Zuckerberg

While Oculus.com may exist for now – there’s no Meta Quest website currently – the Oculus brand which was synonymous with reigniting virtual reality (VR) in the 21st century as a viable entertainment medium will soon be no more. Will this mean much change in the core products? Probably not as Meta Quest 2 is still the leading VR headset by a long way when looking at metrics like videogame revenues or those using the device on Steam – Quest 2 currently dominates with 35% of those on the platform using the headset.

The Oculus branding hasn’t disappeared entirely just yet as the “Products” drop-down menu still lists the Oculus Quest 2 but you’ll notice most mentions of the headset simply refer to it as Quest 2. This complete brand overhaul isn’t simply limited to hardware or the overall company. As Bosworth previously mentioned, Facebook Reality Labs will now be known as Reality Labs, its second name change in a year – previously called Oculus Research it went un Facebook AR/VR for a while.

All of this isn’t too surprising considering Zuckerberg’s desire to expand and move away from the Facebook brand, itself now muddied by all the public relations battles such as the recent whistleblower leaks. “Right now, our brand is so tightly linked to one product that it can’t possibly represent everything that we’re doing today, let alone in the future. Over time, I hope that we are seen as a metaverse company, and I want to anchor our work and identity on what we’re building toward,” said the CEO.

Oculus Quest 2

Since the announcement, Meta memes have been severely making fun of the new name, especially as some products and companies already have similar designs.

For those of us who’ve been ingrained in the VR industry for many years the Meta Quest renaming – doesn’t quite roll off the tongue yet, does it? – means the end of a beloved brand. But at least there’s Project Cambria to look forward to although Meta has said it won’t be part of the Quest product line. Hopefully, it’ll get a decent name without Meta being jammed in somewhere. For the latest Meta updates, keep reading VRFocus.

Facebook is now Meta but What Does That Mean?

Meta

So, Facebook announced its rebrand a couple of weeks ago. Let’s get into it. The social media giant will be positioning itself ready to build the metaverse, and in keeping with that goal, it changed its parent-company name to ‘Meta’. Meta will now be known as the overarching company that runs Facebook, Whatsapp, Instagram, and Oculus among others. 

Meta

Mark Zuckerberg, CEO and founder of Facebook, has said that he wants to build the metaverse; with it being a virtual world where people can do anything and everything, including work, game, and socialise. Zuckerberg said, “We believe the metaverse will be the successor of the mobile internet…We’ll be able to feel present – like we’re right there with people no matter how far apart we actually are.”

Meta also reported that the revenue of their VR segment had grown so substantially that they will now need to count this revenue separately and divide it into two categories. One category is the family of apps as mentioned above, and the second category is its Reality Labs products featuring their VR and AR technology. 

This change comes at a time when Zuckerberg is expecting the metaverse to reach a population of 1 billion people within the next 10 years. Therefore, this rebrand is to support his vision of building a metaverse to meet that demand. Users will be able to design their own avatars, decorate their own virtual space, meet with people, and even attend virtual concerts and events all from the comfort of their own homes. All of this is not too far stretched from what we see now, with both Fortnite and Roblox hosting virtual concerts very recently.

Meta

Over the last year, Facebook rolled out two platforms in beta to get the metaverse ball rolling. Horizon Worlds and Horizon Workrooms. The former allows users to invite their friends over to their digital world and the latter does the same but purely for professional environments. As well as this, Zuckerberg has also expressed interest in the NFT and Crypto space, working on how digital assets can be effectively represented within the metaverse.

However, this change comes at a time when Facebook is facing uphill public relations battles. This includes the recent whistleblower, Frances Haugen coming forward with leaked documents outlining the toxic business practices and evidence of the long term negative impact the platform will have on the public. Many believe that this rebrand is just to distract the public from what is really going on behind closed doors. Imran Ahmed, CEO of the Center for Countering Digital Hate had not-so favourable words about the Facebook reposition, saying the following, ‘…just imagine what Facebook could achieve if it devoted even a fraction of its metaverse investment on proper content moderation to enforce even the most basic standards of truth, decency and progress.’

There has been a mixed reaction from industry experts on this move from Zuckerberg. Here are a few examples of the negative comments:

“While it’ll help alleviate confusion by distinguishing Facebook’s parent company from its founding app, a name change doesn’t suddenly erase the systemic issues plaguing the company… If Meta doesn’t address its issues beyond a defensive and superficial altitude, those same issues will occupy the metaverse,” said Mike Proulx, VP and Research Director at Forrester.

Meta

Tom Bianchi, VP of Marketing at Acquia stated, “Big tech companies are taking steps towards consent-led data strategies, such as embracing first-party data and the phasing out of third-party cookies… But, given the scale of the Cambridge Analytica scandal and the recent whistleblower revelations, it’s clear Facebook has a long way to go before it regains consumer confidence.” 

“With social media under scrutiny, and with increasing regulation inevitable, the rebrand and pivot seem to be an attempt to deflect some of the attention from recent scandals, while also entering into a new arena where Facebook may feel better positioned to shape the rules,” said Arielle Garcia, Chief Privacy Officer at UM Worldwide.

It’s not all bad though, here are a few positive outlooks…

Jeff Sue, General Manager of Americas at Mintegral said, “The metaverse and virtual reality world is a great opportunity for Facebook and the new rebranding signifies their intentions… Traditional social media has been a crowded space recently, especially with the rise of TikTok capturing younger audiences. Facebook needed to pivot on many levels from product to PR, and this will allow it to continue growing.”

“Meta represents the future not only for Facebook but for marketing… The metaverse represents the next massive opportunity for brands to engage consumers in new ways,” Aaron Goldman, Chief Marketing Officer at Mediaocean opined. “The key to success for brands in the metaverse will be ensuring that their assets are built into the ecosystem for easy access by consumers.”

This future vision certainly has the tech industry divided. With Meta planning on spending $10 billion in the next year alone on this bet, the social media giant is most certainly committed no matter what other issues hamper it.