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OCULUS RIFT
UNDER THE GUIDANCE OF: MD. ZAFAR ALAM
(ASST. PROFESSOR)
PRESNTED BY: ABHISHEK RAI
ROLL NO. 1319240010
SECTION: C
CONTENTS
1. INTRODUCTION
2. WHAT IS OCULUS RIFT?
3. HOW DOES OCULUS RIFT WORKS
4. EVERYTHING YOU NEED TO KNOW ABOUT VR SENSATION
5. APPLICATION OF OCULUS RIFT
6. COMPONENTS OF THE RIFT
7. FAQs
REFERENCES
You pull a helmet over your head, and suddenly, you're inside a virtual world that
seems completely lifelike. You can run around, fight, race and fly, doing things
gamers have never done before. What was once the stuff of Hollywood fantasy is
now becoming a reality. A start up called Oculus VR is creating personal virtual-
reality goggles called the Oculus Rift for everyone to use.
INTRODUCTION
What is OCULUS RIFT ?
Invented by a VR enthusiast named Palmer Luckey, the Oculus Rift is a set of
virtual-reality goggles that will work with your computer or mobile device. After
he showed a prototype at the E3 gaming convention in 2012, Luckey founded
Irvine, Calif.-based Oculus VR with Brendan Iribe, who became CEO. The two
launched a Kick-starter project in August 2012 to sell prototype developer
versions of the Oculus Rift, raising $2.4 million. Since selling out of the original
Oculus Rift development kit, the company has launched a revamped $350
Development Kit 2 (DK2) model while continuing to work on its eventual
consumer version.
How does the Oculus Rift work?
Picture a set of ski goggles in which a large cell phone screen replaces the glass.
The screen displays two images side by side, one for each eye. A set of lenses is
placed on top of the screen, focusing and reshaping the picture for each eye, and
creating a stereoscopic 3D image. The goggles have embedded sensors that monitor
the wearer's head motions and adjust the image accordingly. The latest version of
the Oculus Rift is bolstered by an external positional-tracking accessory, which
helps track head movements more accurately. The result is the sensation that you
are looking around a 3D world.
From your PC to your eyeballs and the bits
in between, here's all you need to know
Everything you need to know about
the VR sensation
The Oculus Rift may look like a relatively simple device but it's actually a pretty
amazing piece of kit packing a wealth of cutting-edge tech. The hugely promising
virtual reality headset includes a whole bunch of amazing hardware designed to
create a sense of complete immersion in a three-dimensional world.
When you realise what's in there, it's hardly surprising that it's taken this long to
come up with a virtual reality system which actually works – and there's still a lot
of room for improvement.
With the device finally reaching consumers sometime in Q1 2016, the Oculus
team is still making final tweaks to the design. CES 2015 saw the addition of
Head-Related Transfer Function technology for 3D audio and recently the team
confirmed a dual display setup for the latest prototype and consumer edition of
the headset.
APPLICATION OF OCULUS RIFT
THE GAMES
Creating 3D gaming environments is a complicated business, even if they're just
going to be shown on a 2D monitor. Add in stereoscopic 3D.
There is no hard and fast way to create 3D for Oculus Rift, but the nuts-and-bolts
basics of it involve spitting out two near-square video feeds to the same screen -
think playing a vertically-split-screen two-player game.
The games themselves also have to change: motion blur, which has been used for
years as a way to simulate speed and reduce strain on the GPU. Cutscenes with
static cameras induce nausea. A demanding 60 frames-per-second frame rate has
to be maintained to prevent stuttering and shutter effects.
COMPONENTS OF VR RIFT
1. THE CABLE
2.THE HEADSET
3.THE POSITIONAL TRACKER
4.THE SCREEN
5.THE AUDIO
6.OCULUS TOUCH
THE CABLE
THE CABLE
Video is sent to the Oculus Rift via HDMI, with an optional DVI adapter for
laptops and newer graphics cards. It also includes USB, which carries data and
power to the device, and lets your computer know what this bizarre gizmo is.
This 10-foot cable is just the right length to provide a consistently good signal
without any degradation, while remaining reasonably light so you don't feel like a
dog chained to a lamppost.
THE HEADSET
THE HEADSET
All this feeds into the headset, which connects to your head via vertical and
horizontal straps, with the uppermost strap including the HDMI and USB cable.
Further customisation is achieved with two pairs of lenses, which magnify the
screen so it fills your field of view without causing any blurring or motion
sickness.
Meanwhile, a dial integrated into the headset lets you adjust the lenses to suit
your face – essentially, it lets you match the Oculus to however near to or far
away from each other your eyes are. All this means the same headset should be
light and comfortable now matter how oddly shaped your head or thick your
spectacles.
THE POSITIONAL TRACKER
THE POSITIONAL TRACKER
Oculus has been through various different iterations of its tracking technology –
essential if it wants to know where you are in 3D space – and the final consumer
version is going to keep tabs on you via a small microphone-shaped pole on top
of your desk. Discreet and black, it's designed to blend in with whatever else you
have on there (like a set of speakers or a pair of headphones).
A series of infrared LEDs embedded in the headset are then monitored by this
wireless sensor in what Oculus calls the Constellation Tracking System –
Nintendo's Wii Nunchuks work in much the same way. On DK2 you couldn't
look behind you when you were in a virtual world because the LEDs fell out of
the camera's field of view, but that's been fixed on the latest release, and by
adding LEDS into the rear of the headset as well as the front, Oculus Rift now
offers users full 360 degree perspective.
THE SCREEN
THE SCREEN
In Oculus Rift Development Kit 2 the screen was essentially an entire Samsung
Galaxy Note 3 phablet with the smartphone bits removed, but with the
completely useless touchscreen and logo intact. Its 1920 x 1080 HD resolution
delivered a 960 x 1080 display to each eye; its refresh rate of 60 Hz kept things
smooth, and a 100-degree horizontal field of view meant there wasn't too much
black space around the edge of the display.
The consumer version of the Rift release ups both resolution and refresh rate
even higher and it has been confirmed that there are two displays running at a
total resolution of 2160 x 1200.
THE AUDIO
THE AUDIO
Oculus gave the headset a massive boost in January 2015 at CES when it
announced that an upcoming Oculus Audio SDK would allow the use of Head-
Related Transfer Function (HRTF) tech, combined with the Rift's head tracking
to create a sense of true 3D audio spatialisation. This will allow Rift developers
to immerse users "sonically in a virtual world, surrounded by realistic sounds in
all directions."
"HRTFs simulate the changes to a sound when it reaches your head from a point
in space," explained the company. "It does this by referencing data that represents
changes that would happen to a sound coming from that direction. There is data
for hundreds of points around your head, and the software smooths the audio
between those points for a natural sound, regardless of head or sound source
position."
OCULUS TOUCH
OCULUS TOUCH
OCULUS TOUCH are just like two wireless controllers. Like a gamepad split in
half, these controllers give you a more immersive VR experience: you can use
them to reach out into virtual space, make hand gestures and more besides.
The Oculus Touch set offers a more intuitive and natural way of controlling your
virtual reality experience.
FAQs
How much does the Oculus Rift cost?
The latest developer version costs $350. Oculus VR has stated that a consumer version will be
"affordable," but has not yet listed a price. Analysts estimate that the price will not exceed
$499, although there will be no way to know for certain until closer to launch.
Is Oculus Rift compatible with my game console?
The developer version of Oculus Rift is not compatible with game consoles, but only with
computers (Windows, Mac and Linux) and certain games. The consumer version will not be
compatible with game consoles either, but Oculus VR has said it is talking with console makers
about enabling compatibility. However, given that Sony will be offering its own VR headset for
the PS4, currently called Project Morpheus, we wouldn't advise getting your hopes up there.
What are the minimum requirements to use the Oculus Rift?
The latest version of the Rift requires a computer running Windows 7 or higher, Mac OSX
10.8 or higher, or Linux Ubuntu 12.04 LTS or higher. The computer should have a processor
with a minimum of 2.0 GHz and 2GB of RAM. The computer must have an HDMI or DVI
port and 2 USB ports with which to connect the Rift's control box. Its graphics card must be
compatible with Direct3D 10 or OpenGL 3, with the ability to play games at 1080p at 75
frames per second or higher. But the Rift is designed to work with 3D games, which could
require even more processing and graphics power than the Rift itself requires. Be sure to
check the minimum requirements for the games you are interested in playing.
Does the Oculus Rift have any non-gaming applications?
Filmmakers have begun to experiment with the Oculus Rift to make an audience member
feel like he or she is part of the film — from being onstage at a recorded concert to seeing a
whole film from a single character's point of view, complete with the ability to look around
and explore each scene. Films like this could blur the line between cinema and gaming.
 Will Oculus Rift work with other tech platforms?
Oculus VR has said that the consumer version will be compatible with Android devices,
though the company hasn't nailed down a date yet. So Android compatibility may not
be available at launch, but through a software update later. Because the Oculus Rift is
compatible with Linux, and Valve has been working with Oculus VR since the Rift was
revealed, it's possible that the consumer version of the Rift will be compatible with
Valve's upcoming Linux-based Steam Box gaming PC from Valve.
 Does this mean virtual reality will finally become practical?
Whether the immersion and the quality of the experience live up to your definition of
virtual reality is up to you. But the concept of an inexpensive 3D unit with head
tracking means viable virtual reality has finally arrived, at least for computer gamers.
REFERENCES
http://www.tomsguide.com
http://www.wareable.com
https://www.oculus.com
Oculus rift

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Oculus rift

  • 1. OCULUS RIFT UNDER THE GUIDANCE OF: MD. ZAFAR ALAM (ASST. PROFESSOR) PRESNTED BY: ABHISHEK RAI ROLL NO. 1319240010 SECTION: C
  • 2. CONTENTS 1. INTRODUCTION 2. WHAT IS OCULUS RIFT? 3. HOW DOES OCULUS RIFT WORKS 4. EVERYTHING YOU NEED TO KNOW ABOUT VR SENSATION 5. APPLICATION OF OCULUS RIFT 6. COMPONENTS OF THE RIFT 7. FAQs REFERENCES
  • 3. You pull a helmet over your head, and suddenly, you're inside a virtual world that seems completely lifelike. You can run around, fight, race and fly, doing things gamers have never done before. What was once the stuff of Hollywood fantasy is now becoming a reality. A start up called Oculus VR is creating personal virtual- reality goggles called the Oculus Rift for everyone to use. INTRODUCTION
  • 4. What is OCULUS RIFT ? Invented by a VR enthusiast named Palmer Luckey, the Oculus Rift is a set of virtual-reality goggles that will work with your computer or mobile device. After he showed a prototype at the E3 gaming convention in 2012, Luckey founded Irvine, Calif.-based Oculus VR with Brendan Iribe, who became CEO. The two launched a Kick-starter project in August 2012 to sell prototype developer versions of the Oculus Rift, raising $2.4 million. Since selling out of the original Oculus Rift development kit, the company has launched a revamped $350 Development Kit 2 (DK2) model while continuing to work on its eventual consumer version.
  • 5. How does the Oculus Rift work? Picture a set of ski goggles in which a large cell phone screen replaces the glass. The screen displays two images side by side, one for each eye. A set of lenses is placed on top of the screen, focusing and reshaping the picture for each eye, and creating a stereoscopic 3D image. The goggles have embedded sensors that monitor the wearer's head motions and adjust the image accordingly. The latest version of the Oculus Rift is bolstered by an external positional-tracking accessory, which helps track head movements more accurately. The result is the sensation that you are looking around a 3D world.
  • 6. From your PC to your eyeballs and the bits in between, here's all you need to know
  • 7. Everything you need to know about the VR sensation The Oculus Rift may look like a relatively simple device but it's actually a pretty amazing piece of kit packing a wealth of cutting-edge tech. The hugely promising virtual reality headset includes a whole bunch of amazing hardware designed to create a sense of complete immersion in a three-dimensional world. When you realise what's in there, it's hardly surprising that it's taken this long to come up with a virtual reality system which actually works – and there's still a lot of room for improvement. With the device finally reaching consumers sometime in Q1 2016, the Oculus team is still making final tweaks to the design. CES 2015 saw the addition of Head-Related Transfer Function technology for 3D audio and recently the team confirmed a dual display setup for the latest prototype and consumer edition of the headset.
  • 9. THE GAMES Creating 3D gaming environments is a complicated business, even if they're just going to be shown on a 2D monitor. Add in stereoscopic 3D. There is no hard and fast way to create 3D for Oculus Rift, but the nuts-and-bolts basics of it involve spitting out two near-square video feeds to the same screen - think playing a vertically-split-screen two-player game. The games themselves also have to change: motion blur, which has been used for years as a way to simulate speed and reduce strain on the GPU. Cutscenes with static cameras induce nausea. A demanding 60 frames-per-second frame rate has to be maintained to prevent stuttering and shutter effects.
  • 10. COMPONENTS OF VR RIFT 1. THE CABLE 2.THE HEADSET 3.THE POSITIONAL TRACKER 4.THE SCREEN 5.THE AUDIO 6.OCULUS TOUCH
  • 12. THE CABLE Video is sent to the Oculus Rift via HDMI, with an optional DVI adapter for laptops and newer graphics cards. It also includes USB, which carries data and power to the device, and lets your computer know what this bizarre gizmo is. This 10-foot cable is just the right length to provide a consistently good signal without any degradation, while remaining reasonably light so you don't feel like a dog chained to a lamppost.
  • 14. THE HEADSET All this feeds into the headset, which connects to your head via vertical and horizontal straps, with the uppermost strap including the HDMI and USB cable. Further customisation is achieved with two pairs of lenses, which magnify the screen so it fills your field of view without causing any blurring or motion sickness. Meanwhile, a dial integrated into the headset lets you adjust the lenses to suit your face – essentially, it lets you match the Oculus to however near to or far away from each other your eyes are. All this means the same headset should be light and comfortable now matter how oddly shaped your head or thick your spectacles.
  • 16. THE POSITIONAL TRACKER Oculus has been through various different iterations of its tracking technology – essential if it wants to know where you are in 3D space – and the final consumer version is going to keep tabs on you via a small microphone-shaped pole on top of your desk. Discreet and black, it's designed to blend in with whatever else you have on there (like a set of speakers or a pair of headphones). A series of infrared LEDs embedded in the headset are then monitored by this wireless sensor in what Oculus calls the Constellation Tracking System – Nintendo's Wii Nunchuks work in much the same way. On DK2 you couldn't look behind you when you were in a virtual world because the LEDs fell out of the camera's field of view, but that's been fixed on the latest release, and by adding LEDS into the rear of the headset as well as the front, Oculus Rift now offers users full 360 degree perspective.
  • 18. THE SCREEN In Oculus Rift Development Kit 2 the screen was essentially an entire Samsung Galaxy Note 3 phablet with the smartphone bits removed, but with the completely useless touchscreen and logo intact. Its 1920 x 1080 HD resolution delivered a 960 x 1080 display to each eye; its refresh rate of 60 Hz kept things smooth, and a 100-degree horizontal field of view meant there wasn't too much black space around the edge of the display. The consumer version of the Rift release ups both resolution and refresh rate even higher and it has been confirmed that there are two displays running at a total resolution of 2160 x 1200.
  • 20. THE AUDIO Oculus gave the headset a massive boost in January 2015 at CES when it announced that an upcoming Oculus Audio SDK would allow the use of Head- Related Transfer Function (HRTF) tech, combined with the Rift's head tracking to create a sense of true 3D audio spatialisation. This will allow Rift developers to immerse users "sonically in a virtual world, surrounded by realistic sounds in all directions." "HRTFs simulate the changes to a sound when it reaches your head from a point in space," explained the company. "It does this by referencing data that represents changes that would happen to a sound coming from that direction. There is data for hundreds of points around your head, and the software smooths the audio between those points for a natural sound, regardless of head or sound source position."
  • 22. OCULUS TOUCH OCULUS TOUCH are just like two wireless controllers. Like a gamepad split in half, these controllers give you a more immersive VR experience: you can use them to reach out into virtual space, make hand gestures and more besides. The Oculus Touch set offers a more intuitive and natural way of controlling your virtual reality experience.
  • 23. FAQs
  • 24. How much does the Oculus Rift cost? The latest developer version costs $350. Oculus VR has stated that a consumer version will be "affordable," but has not yet listed a price. Analysts estimate that the price will not exceed $499, although there will be no way to know for certain until closer to launch. Is Oculus Rift compatible with my game console? The developer version of Oculus Rift is not compatible with game consoles, but only with computers (Windows, Mac and Linux) and certain games. The consumer version will not be compatible with game consoles either, but Oculus VR has said it is talking with console makers about enabling compatibility. However, given that Sony will be offering its own VR headset for the PS4, currently called Project Morpheus, we wouldn't advise getting your hopes up there.
  • 25. What are the minimum requirements to use the Oculus Rift? The latest version of the Rift requires a computer running Windows 7 or higher, Mac OSX 10.8 or higher, or Linux Ubuntu 12.04 LTS or higher. The computer should have a processor with a minimum of 2.0 GHz and 2GB of RAM. The computer must have an HDMI or DVI port and 2 USB ports with which to connect the Rift's control box. Its graphics card must be compatible with Direct3D 10 or OpenGL 3, with the ability to play games at 1080p at 75 frames per second or higher. But the Rift is designed to work with 3D games, which could require even more processing and graphics power than the Rift itself requires. Be sure to check the minimum requirements for the games you are interested in playing. Does the Oculus Rift have any non-gaming applications? Filmmakers have begun to experiment with the Oculus Rift to make an audience member feel like he or she is part of the film — from being onstage at a recorded concert to seeing a whole film from a single character's point of view, complete with the ability to look around and explore each scene. Films like this could blur the line between cinema and gaming.
  • 26.  Will Oculus Rift work with other tech platforms? Oculus VR has said that the consumer version will be compatible with Android devices, though the company hasn't nailed down a date yet. So Android compatibility may not be available at launch, but through a software update later. Because the Oculus Rift is compatible with Linux, and Valve has been working with Oculus VR since the Rift was revealed, it's possible that the consumer version of the Rift will be compatible with Valve's upcoming Linux-based Steam Box gaming PC from Valve.  Does this mean virtual reality will finally become practical? Whether the immersion and the quality of the experience live up to your definition of virtual reality is up to you. But the concept of an inexpensive 3D unit with head tracking means viable virtual reality has finally arrived, at least for computer gamers.