~/talk

Designing Augmented Reality Systems for Speed

Talkat Strange Loop 2018 · 2018-09-26..09-28· [webxr, machine-learning]
name:Diana Hu
links:none on file
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:59Problems in Computer Science
  3. 1:19Why is AR so hard
  4. 1:52AR is an interdisciplinary field
  5. 2:59Understanding the world
  6. 5:25Running in realtime
  7. 7:44Point cloud
  8. 8:11Augmented Reality
  9. 9:13Developer Experience
  10. 10:47Putting it all together
  11. 11:02Infinity Heart Problems
  12. 12:39Beyond Moores Law
  13. 14:39Holmes Law
  14. 16:40Fundamental Human Limit
  15. 17:28Systems Design
  16. 18:21Systems Design Principle for Distributed System
  17. 22:33Speeding Up Networking
  18. 25:50Unreliable Messages
  19. 26:42Ideal Solution
  20. 30:08Speeding Up Computation
  21. 30:34Slam Computation Pipeline
  22. 31:32Embedding Slam
  23. 33:26Actor Models
  24. 35:06Restructure
  25. 36:49Credits
  26. 37:12Were also hiring
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