Intel is working with partners across the globe to proliferate cost-effective solutions for media and entertainment creators to deploy 5G-enabled "Visual Cloud" services.
"We are moving from passive consumption of media to highly interactive and intelligent visual experiences that encompass services like media analytics, immersive media, cloud graphics and cloud gaming, in addition to the traditional media processing and delivery," Intel said.
Intel decribes the "Visual Cloud" as a set of capabilities required to enable future visual experiences will be "interactive, remotely consumed, compute-intensive, and visually stunning with end to end intelligence built in."
Intel is promoting its on-demand cloud, networking, and the smart edge technologies as essentail parts of the infrastructure required for solutions for media and entertainment creators to deploy 5G-enabled Visual Cloud services.
The Visual Cloud extends intelligent visual experiences everywhere: untethered gaming, live streaming HD content, AR/VR, and cross-enterprise collaborations in near real time, on-demand, over Intel-powered 5G networks and platforms.
Intel says that Visual Cloud is one of the top use cases for 5G because of its wireless gigabit speeds and ultra-low latency potential. The new wave of media and entertainment will require an advanced network with intelligence and processing at the edge as well as in the cloud. For business use cases, cloud graphics-enabled emerging technology will leverage evolved 5G network capabilities to render highly complex images for 3D modeling or remote desktops and empower in-depth media analytics.
Intel is bringing the Visual Cloud to life at Mobile World Congress Barcelona with four demos.
The first demo delivers a unique point of view through the Spider-Man suit for a multiplayer, multi-booth (Intel and Nokia), 360-degree VR experience over a 5G 28GHz mmWave connection using premium content from the upcoming Sony Pictures film, Spider-Man: Far From Home, coming in July. With 5G-enabled fiber-like connectivity to cloud content and visual computing resources, the WMC attendees will experience a race through NYC "with stunning graphics and ultra-low latency," according to Intel.
In partnership with USC, Warner Bros., AT&T, and Ericsson, the first demo places the user in a 5G-powered mixed-reality experience, where they help Batman defeat Scarecrow, while surrounded by virtual objects anchored to their physical location. The demonstration, the first 5G edge computing, Mixed Reality, location-based entertainment experience, demonstrates the potential of 5G, edge computing, and the Visual Cloud to enable intelligent visual experiences anywhere.
The third demo, a partnership between Intel and Tencent, enables MWC attendees to experience hands-on, cable-free interactive cloud-based gaming with complex graphics on a mobile device over a 28Ghz mmWave 5G connection—no need for console or download. The connection is backed by Intel Xeon processors, Intel FlexRAN reference architecture software and Intel Silicon Photonics for low-latency processing. The experience shows how 5G will transform cloud gaming, enabling game play of mainstream and AAA grade titles from virtually any device, any location, at high-quality and without delay.
The fourth demo will empower attendees to experience MWC from great heights through a VR headset with a 360° 8K live feed delivered over a 5G New Radio (NR) network connection supported by Intel Xeon processors, Intel FlexRAN reference architecture software and Intel Silicon Photonics high-speed optical connectivity. In partnership with Tiledmedia, the real-time, low-latency experience showcases how Tiled streaming can deliver high-resolution content at 25% of the traditional bandwidth, unlocking potential event producers and mobile operators to proliferate live-event media for concerts and sports games with front-row, in-the-action vantage points.