VR everywhere
consumer virtual reality for desktop, mobile and web
tony parisi march, 2015
VR everywhere consumer virtual reality for desktop, mobile and web - - PowerPoint PPT Presentation
VR everywhere consumer virtual reality for desktop, mobile and web tony parisi march, 2015 about me CONTACT C REDS tparisi@gmail.com Co-creator, VRML and X3D skype: auradeluxe W ORK http://twitter.com/auradeluxe http://www.thirdeye.gl/
tony parisi march, 2015
http://www.tonyparisi.com 3/16/15
CONTACT
tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe http://www.tonyparisi.com/ http://www.learningwebgl.com/
GET THE BOOKS!
WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-Applications-HTML5- WebGL-Visualization/dp/1449362966
MEETUPS
http://www.meetup.com/WebGL-Developers-Meetup/ http://www.meetup.com/Web-VR/
BOOK CODE
https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications
GET GLAM
http://www.glamjs.org/ https://github.com/tparisi/glam/ WORK http://www.thirdeye.gl/ CREDS Co-creator, VRML and X3D
3/16/15 http://www.tonyparisi.com
3/17/15 http://www.tonyparisi.com
headsets input devices high performance laptops AFFORDABLE STEREOSCOPIC DISPLAYS, CRAZY-FAST GPUS, CHEAP MOTION TRACKING
IMUS… FTW!
3/17/15 http://www.tonyparisi.com
Provide deepest, most immersive VR experiences
Desktop peripheral - acts as external monitor Position and orientation tracking Tethered – one or more cables to the computer; camera for position tracking
Oculus Rift – the Gold Standard
Developer Kit CHEAP $350 In production late 2015/early 2016
HTC/Valve VIVE OSVR – Razer open dev kit and SDK; ecosystem initiative
3/17/15 http://www.tonyparisi.com
Deluxe Mobile – Samsung GearVR
Optics and IMU licensed from Oculus Custom Android build w/ VR extensions and enhanced UI The best VR experience out there! (Look Ma, no wires) BUT $200 + requires new Phone (Note 4) NOT CHEAP $1,000 Support for S6 coming, price coming down Orientation tracking only So far… no competition… but EXPECT IT!
3/17/15 http://www.tonyparisi.com
Google Cardboard
Just Add SmartPhone Orientation tracking only Open specification for mobile VR Standard Android OS support, using simple stereo rendering and accelerometer tracking $2 in parts or $25 ready-to- assemble Kits WAY CHEAP Not as nice… but great for the price!
MergeVR, Wearality, Moggles…
Some of these have different rendering thus require custom SDK
3/16/15 http://www.tonyparisi.com
Desktop – Oculus SDK supports Windows/Mac/Linux; Vive SDK not yet released… GearVR - custom Android build w/Oculus mobile SDK Cardboard
Google has SDK for native Android with simple stereo render and head tracking; also adding first-class VR support into future OS Cardboard is just side-by side rendering and accelerometer tracking… so it works on iOS too Mobile browsers can run Cardboard apps! Just stereo render with WebGL and track w/DeviceOrientation API
The Oculus Store for GearVR
3/16/15 http://www.tonyparisi.com
Oculus Rift/GearVR
110 diagonal FOV Side-by-side stereo Barrel distortion
Cardboard
90 degree FOV Side-by-side stereo
3/16/15 http://www.tonyparisi.com
Oculus Rift/GearVR
1000hz refresh rate
Cardboard
200hz refresh rate
Desktop IMUs built into HMDs track position and orientation. Use camera or wall-mounted sensors for position tracking Mobile IMUs track orientation only
INERTIAL MEASURE UNITS (IMUS)
3/16/15 http://www.tonyparisi.com
Camera must respond to head tracking at 75FPS+
higher latency risks motion sickness and breaks the illusion
Rendering, as always, must be at 60FPS+ “Motions-to-photons” latency goal is <20ms Desktop and GearVR can hit this, currently mobile can’t (though it’s in the works); most phone IMU motions-to-photons are are 50ms+ What’s wrong with this picture???
Classic targeting of 60FPS makes rendering the bottleneck If targeting 75FPS, that’s minimum 150FPS simulation (75FPS x 2 cameras), or <7ms frame time!!!
3/16/15 http://www.tonyparisi.com
Software techniques
Of course push everything you can onto the GPU New engine optimizations
Example: render each state change to each camera
Mobile: create experiences with lower res than typical games... till the hardware gets faster and resolutions get higher; low latency trumps hi poly count
Time Warp
Oculus SDK technique, transforms image in Z-buffer at next refresh based on new IMU position/
Already supported in game engines and other runtimes
3/16/15 http://www.tonyparisi.com
First attempts at a comprehensive GPU approach to VR - NVIDIA VR Direct
New features enabled in Maxwell processors (GeForce GTX 980 and GTX 970) Overall attack on latency – whole pipeline Asynchronous Warp (NVIDIA’s version of Time Warp) Dynamic Super Resolution (DSR) – up to 4 megapixels per eye downsampled to HD Multi-frame sampled anti-aliasing (MFAA) Boasts motion-to-photons latency of 25ms … plus “GeForce Experience” control panel –
several
ACCELERATING VR USING THE POWER OF THE GPU
3/16/15 http://www.tonyparisi.com
Game engines
Unity3D – targets all platforms: desktop Oculus, Gear VR, Cardboard. Free and open prefabs available on Unity store and from HMD vendors. Expect Vive and other platforms quickly; they move fast. Unreal - desktop now, mobile in development
Native SDKs
Oculus SDK C++ Oculus Mobile SDK C++ Android SDK for Cardboard
3/17/15 http://www.tonyparisi.com
HMD devices
WebGL
device
Chrome nightly builds, uses same API
Build apps using open source JavaScript engines, or WebGL “exported” from Unity/Unreal via Emscripten cross-compiler Browser refresh currently throttled at 60FPS but they are lifting this limitation
Quake 3 WebVR demo, developed by Brandon Jones of Google http://media.tojicode.com/q3bsp/
NO-DOWNLOAD VR APPLICATIONS. INSTANT ACCESS IN THE BROWSER, SHARE IT WITH A URL! WRITTEN IN JAVASCRIPT!?
3/17/15 http://www.tonyparisi.com
We still don’t have the mouse
State of the practice is blind use of keyboard or gamepad controller Motion controllers like Leap Motion, Sixense STEM system are gaining popularity for PC-based VR GearVR has a really innovative trackpad design, plus simple, elegant navigation UI Drop-in phone viewers are experimenting with side- mounted click devices and Bluetooth controllers
Leap Motion controller Sixense STEM System
image: https://www.attachmate.com/blogs/legacymodernization/legacy-data-the-elephant-in- the-room/
3/17/15 http://www.tonyparisi.com
Explosion of VR has renewed interest in AR Promising new hardware
Microsoft Hololens CastAR - table-top AR display for gaming, close to coming to market Magic Leap ????
A little farther out… most projects don’t have ship dates Another SDK babel looming…
THE NEXT NEXT BIG THING?
Hololens Sculpting Tool Demo CastAR Multi-Player Game
3/16/15 http://www.tonyparisi.com
http://www.tonyparisi.com 3/16/15
CONTACT
tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe http://www.tonyparisi.com/ http://www.learningwebgl.com/
MEETUPS
http://www.meetup.com/WebGL-Developers-Meetup/ http://www.meetup.com/Web-VR/
BOOK CODE
https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications
GET GLAM
http://www.glamjs.org/ https://github.com/tparisi/glam/ WORK http://www.thirdeye.gl/ CREDS Co-creator, VRML and X3D
GET THE BOOKS!
WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-Applications-HTML5- WebGL-Visualization/dp/1449362966
tony parisi march, 2015