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The overview of VR solutions

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The overview of VR solutions

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The overview of VR solutions

  1. 1. The Overview of VR solutions -Rouyun Pan
  2. 2. VR HW Categories • Head-Mounted Display (HMD): – Integrated: A HMD with the screen integrated into the unit – With mobile device: A HMD using a third-party mobile devices as screen. • Controller: – Head device/Glove/Body unit – Treadmill/foot – Haptic (touch feedback) • 3D camera/audio • End to End platform • Misc.
  3. 3. The radar for VR HMD
  4. 4. Typical integrated VR HMD Oculus Rift Sony Project Morpheus HTC Vive ANTVR GAMEFACE LABS Mark V Avegant glyph ImmersiON-Vrelia Pro G1 Vivana Totem
  5. 5. Typical VR HMD with mobile device Samsung GearVR Google Cardboard Durovis dive Sulon Cortex Carl Zeiss ZEISS VR ONE Vrizzmo VrAse homido
  6. 6. Oculus Rift • It funded via Kickstarter and snapped by Facebook • It has a resolution of 960x1080 per eye, a 90 Hz refresh rate, and a wide field of view • The consumer edition is set to ship in Q1 2016, with two wireless Oculus Touch controllers to allow hand tracking, and Xbox One control pad compatibility. • Price : $TBC
  7. 7. Microsoft HoloLens • It's half virtual and half augmented reality. It merges real world elements with virtual 'holographic' images. • There's no connection to a PC – a full Win 10 system is built into the headset and runs off a battery • It uses Kinect-style tech to recognize gestures and voice commands, and the headset has a 120 degree FOV. • There's no word on a release date • Price : $TBC
  8. 8. Sony Project Morpheus • It is designed to be fully functional with the PlayStation 4 and PlayStation Vita game systems. • It is currently a prototype and Sony says it will be released in the first half of 2016. • It included an OLED 1920x1080 display in 120fps. It features a high FOV, 6DOF head-tracking, LED controller. • Price : $TBC
  9. 9. HTC Vive • It’s developed in co-production between HTC and Valve Corporation. The Vive plugs into PCs and work with Valve's mammoth gaming ecosystem • It packs 70 sensors(9 DOF), 360 degree head-tracking and offers a 90Hz refresh rate. • It is operated in a 15 feet by 15 feet (4.5 by 4.5 meters) tracking space "Lighthouse”. • Price : $TBC
  10. 10. Samsung Gear VR • The Gear VR is an Oculus Rift powered device that uses a Samsung Galaxy smartphone (Note 4 or Galaxy S6) as its processor and display. • The Galaxy handset simply slots in front of the lenses, into a Micro USB dock, and uses its Super AMOLED display as your screen. • It's already added a host of games and a whole marketplace of VR video content called Milk VR, which is available in the US • Price : $199.99
  11. 11. The comparison for typical VR HMD
  12. 12. Dream Specs for VR HMD • 10K+ resolution per eye • 2 ms persistence of pixel on screen • 20 ms latency of total time between motion to photon • 160 degree field of view • 120 Hz refresh rate of stereo render • 1 mm accuracy on head tracking for rotation and position
  13. 13. The radar for VR Controller
  14. 14. Typical hand/glove/body controller PrioVR Razer Hydri Leap motionStem Control VR Magic wand
  15. 15. Typical treadmill/foot controller Virtuix Omni cyberith virtualizer Infinadeck stompzvr
  16. 16. Leap Motion • The Leap Motion controller is a small USB peripheral device which is designed to be placed on a physical desktop, facing upward. • Using two monochromatic IR cameras and three infrared LEDs, the device observes a roughly hemispherical area, to a distance of about 1 meter (3.28084 feet). • The LEDs generate pattern-less IR light and the cameras capture almost 300 frames per second of reflected data to analyze.
  17. 17. Virtuix Omni • Virtuix launched a Kickstarter campaign in June 2013 to raise money for manufacturing. • The Omni is designed to accommodate a user height ranging from (1.42 m – 1.95cm), and a weight up to 285lbs (130kg) • The Size are 47″x42″x27″, 160lbs. • Price: $699
  18. 18. The radar for 3D Camera/Audio & Haptics
  19. 19. Typical Haptics controller Kor-fx Gaming vest Tactical Haptics Reactive Grip Tesla suit iMotion
  20. 20. Typical 3D camera/audio Matterport Giroptic 3Dio JauntVRNokia Ozo realspace
  21. 21. Kor-fx Gaming vest • KOR-FX provide force feedback, and lets you feel every movement, bullet, and explosion in game. • Price:$135
  22. 22. Nokia OZO • It has a spherical design that is covered with eight synchronized camera sensors capturing 3D video in a span of 360-degrees • Nokia OZO also has three microphones, and is able to detect where a specific noise or sound is coming from. • It can also be rendered within a short period of time for instant preview, this is a critical advantage. • Price: $TBC
  23. 23. Matterport • The Matterport uses an array of 2D and 3D sensors to quickly capture the appearance and dimensions of a space. • Price:$4500
  24. 24. The radar for end-to-end platform & Misc.
  25. 25. The radar of VR solution
  26. 26. The race of AR & VR
  27. 27. What problems are left to solve? • True natural input • Body and eyes tracking • Believable haptic • Binaural audio production • New kind of navigation and control • Complete experiences with VR native OS • VR story telling and design rules • Performance • Effective multi-user experience • Social acceptance
  28. 28. The skill or software you may need • Game engine • Animation • Modeling • Oculus SDK • Audio production • Digital art • Experience design • 3D development
  29. 29. Some core software is ready & free • Unity • Unreal engine • Valve Source project
  30. 30. References • https://vrwiki.wikispaces.com/ • http://www.kzero.co.uk/blog/category/virtual-reality/ • http://www.roadtovr.com/ • http://www.wareable.com/headgear/the-best-ar-and- vr-headsets • https://developer.oculus.com/ • http://docs.unity3d.com/Manual/VROverview.html • https://developer.valvesoftware.com/wiki/SDK_Docs
  31. 31. Q&A

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