Designing Augmented Reality Systems for Speed
summary
Niantic-era systems push concrete choices: a peer-to-peer mesh between phones and cell towers yields round trips in the tens of milliseconds so 30 fps budgets (~33 ms) hold for multiplayer AR; restructuring SLAM into an actor model with message queues removes locks and busy waiting and produces about a 5× speedup without new math; practical tradeoffs combine UDP/TCP, coarse-grained remoting, and mobile-friendly caching to run heavy vision, mapping, and rendering on phones.
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chapters (26)
- 0:00Intro
- 0:59Problems in Computer Science
- 1:19Why is AR so hard
- 1:52AR is an interdisciplinary field
- 2:59Understanding the world
- 5:25Running in realtime
- 7:44Point cloud
- 8:11Augmented Reality
- 9:13Developer Experience
- 10:47Putting it all together
- 11:02Infinity Heart Problems
- 12:39Beyond Moores Law
- 14:39Holmes Law
- 16:40Fundamental Human Limit
- 17:28Systems Design
- 18:21Systems Design Principle for Distributed System
- 22:33Speeding Up Networking
- 25:50Unreliable Messages
- 26:42Ideal Solution
- 30:08Speeding Up Computation
- 30:34Slam Computation Pipeline
- 31:32Embedding Slam
- 33:26Actor Models
- 35:06Restructure
- 36:49Credits
- 37:12Were also hiring
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