LOOKING AHEAD: UE4 VR Roadmap. Nick Whiting Technical Director VR / AR
|
|
- Shavonne Dennis
- 5 years ago
- Views:
Transcription
1 LOOKING AHEAD: UE4 VR Roadmap Nick Whiting Technical Director VR / AR
2 HEADLINE AND IMAGE LAYOUT RECENT DEVELOPMENTS
3 RECENT DEVELOPMENTS At Epic, we drive our engine development by creating content. We use these as real-world test cases to drive our framework and optimizations to the engine.
4
5 RECENT DEVELOPMENTS INSTANCED STEREO RENDERING Lets us use a single draw call to draw both the left and right eyes, saving CPU (and some GPU) time. In Bullet Train, we saved about 1.75ms on the CPU, and 0.75ms on the GPU Currently works on PC, and coming soon on PS4 and mobile platforms Enable it in your project s settings
6 RECENT DEVELOPMENTS Traditional Stereo Rendering, where each eye is drawn one at a time and sequentially.
7 RECENT DEVELOPMENTS Instanced Stereo Rendering, where each eye is drawn at the same time, with one draw call.
8 RECENT DEVELOPMENTS INSTANCED STEREO RENDERING Instanced stereo is available now for the deferred (desktop) renderer and the PS4. We re also implementing multi-view extension support for the forward (mobile) renderer, and improving PS4 support to better utilize the hardware.
9 RECENT DEVELOPMENTS HIDDEN AND VISIBLE AREA MESH We draw meshes to cull out geometry that you can t see, and only apply post processing where you can. For the deferred renderer, the visible area mesh is a bigger optimization! This is specific per-platform
10 RECENT DEVELOPMENTS The Hidden Area Mask uses a mesh to early-out on pixels that aren t visible in the final image.
11 RECENT DEVELOPMENTS The Hidden Area Mask uses a mesh to early-out on pixels that aren t visible in the final image.
12 RECENT DEVELOPMENTS The Visible Area Mask uses a mesh to constrain our post processing to the visible pixels only.
13 RECENT DEVELOPMENTS HIDDEN AND VISIBLE AREA MESH With the two combined, we saw the following gains on actual game content: Oculus Vive PSVR ~ ms ~ ms ~1.0 ms
14 RECENT DEVELOPMENTS CAMERA REFACTOR As of 4.11, we ve completely rewritten the camera system in order to make developing much easier! Camera Components now move exactly as the real HMD is moving You can attach components (meshes, UI, etc) directly to the camera component!
15 RECENT DEVELOPMENTS LATE UPDATING Latency is super important, so we update cameras, attachments, and motion controllers right before we kick off GPU thread work, to make sure they feel as snappy as possible. This makes a huge difference on 60Hz platforms.
16 RECENT DEVELOPMENTS Above are the game and render threads, as well as the display flip. The red line represents the latency previously seen by Motion Controllers and camera-attached components, while the green is the improved latency.
17 HEADLINE AND IMAGE LAYOUT PLATFORM SUPPORT
18 PLATFORM SUPPORT As of 4.12, we support the following platforms out of the box: Oculus Rift Steam VR (including the HTC Vive) PSVR OSVR (preview) Samsung Gear VR Google Daydream Leap Motion
19 PLATFORM SUPPORT As of 4.12, we support the following platforms out of the box: Oculus Rift Steam VR (including the HTC Vive) PSVR OSVR (preview) Samsung Gear VR Google Daydream Leap Motion
20 BUILT-IN PLATFORM SUPPORT
21 PLATFORM SUPPORT Create once, and deploy anywhere. Desktop / Console Oculus Rift HTC Vive / Steam VR PSVR OSVR Mobile Samsung Gear VR Google Daydream
22 PLATFORM SUPPORT All of these platforms go through UE4 s common VR interfaces, so you can make your content once, and deploy it anywhere. Unified Camera System Motion Controller System Optimized rendering paths Low-latency optimizations Oculus Vive PSVR OSV R
23 PLATFORM SUPPORT What about Augmented Reality?
24 PLATFORM SUPPORT Download it now, for free!
25 PLATFORM SUPPORT We ll have more announcements this year though, so stay tuned ^-^
26 HEADLINE AND IMAGE LAYOUT ENGINE AND FRAMEWORK FEATURES
27 ENGINE AND FRAMEWORK FEATURES Performance is key in all of this. Not only GPU, but CPU. C++ In 4.12, you can begin experimenting using the Blueprint to C++ Conversion for extra performance on console and mobile platforms. We ll be improving support in the future!
28 ENGINE AND FRAMEWORK FEATURES MIXED REALITY MOVIE OUTPUT We love what people have done to mix real and VR footage! We re adding support for this right into the engine Support for static or tracked cameras Near and far cameras, so you can properly composite the scene Plan to support capturing video into the engine directly in the future
29 ENGINE AND FRAMEWORK FEATURES PERFORMANCE BASED SCALABILITY Adding hooks to get timing information from the platform, to let you scale your performance up and down accordingly We ll add the hooks for you to scale how you see fit Each game is different, and may choose to scale in different ways! Screen Percentage 90% - 150% + MSAA (4x, 8x, 16x)
30 HEADLINE AND IMAGE LAYOUT RENDERING
31 RENDERING For our development of Bullet Train, we used the desktop deferred renderer. Because we have access to a lot of information about the scene in the GBuffer, we can cheat and create a lot of optimizations and effects leveraging the information.
32 RENDERING To achieve the reflections in Bullet Train, we reflected the geometry on to billboards below ground, and then used the scene normals to distort the reflections realistically.
33 RENDERING To achieve the reflections in Bullet Train, we reflected the geometry on to billboards below ground, and then used the scene normals to distort the reflections realistically.
34 RENDERING The same technique was used on the characters, but we also blended between a few poses in order to handle rotation.
35 RENDERING We also utilized the GBuffer in order to fake the lighting in the train scene. This scene originally used 70+ dynamic lights!
36 RENDERING However, since we know scene normals and depth, we can project a pre-made light / shadow texture on to the world.
37 RENDERING We believe in the power of leveraging the deferred renderer to create visually rich experiences. However, there are some trade-offs that might not be right for all experiences in VR.
38 RENDERING DESKTOP FORWARD RENDERER
39 RENDERING Comparison of Renderer Types Deferred Renderer Temporal anti-aliasing Access to GBuffer for effects Full access to all rendering features Maximum versatility Forward Renderer Multi-sample anti-aliasing (MSAA) Faster overall rendering pass Specialized rendering features Maximum scalability
40 RENDERING How does forward help you scale more effectively? Deferred Renderer Forward Renderer Screen Percentage 110% - 140% Screen Percentage 90% - 150% * See Alex Vlachos GDC 2016 for more detail! + MSAA (4x, 8x, 16x)
41 RENDERING There are advantages to both! Deferred is a full-featured workhorse, but takes a bit of skill to fully leverage. Temporal AA limits how sharp your image can be. Forward is a feature specialized renderer, with less features, but faster baseline. MSAA is the sharpest solution for anti-aliasing.
42 RENDERING There are advantages to both! We re working closely with the team at Oculus in order to leverage the work and research they ve done into VR Forward Rendering in UE4.
43 RENDERING DESKTOP FORWARD RENDERER
44 RENDERING DESKTOP FORWARD RENDERER Coming this Fall*
45 HEADLINE AND IMAGE LAYOUT VR EDITOR
46 VR EDITOR Epic has a long history of innovation in how we create content in games, going all the way back to 1998
47 VR EDITOR The VR Editor began its life as a collaboration between Epic and students at Stanford University. Two teams took very different approaches to investigating what editing VR content from in VR would be like.
48 VR EDITOR TEAM KARAAGE This team focused on trying out various novel input devices, like the Novint Falcon and a 3D CAD mouse. The importance of haptics! Novel inputs took significant time to master UI was treated as a ring
49 VR EDITOR TEAM JARVIS This team focused on trying out smartphone style interfaces using two motion controllers Very intuitive for most people, easy to pick up! Tried voice controls to get around UI limitations
50 VR EDITOR Target Audience 1: Ourselves! Layout Scripting and Iteration Polish As a first target, we d like to improve iteration time on the first and the last 20% of our level creation process.
51 VR EDITOR Target Audience 2: Non-Professional Game Developers! By leveraging intuitive interfaces, we can make a more approachable, natural experience for those new to 3D tools
52
53 RENDERING We released the VR Editor Preview at GDC, and put it in 4.12 We put it out there to get as much feedback from real users as possible. We re also beginning to use it to develop our own content internally for the first time in production. With that in mind, here s where we re going.
54 VR EDITOR IMPROVED EDITING GIZMO Based on feedback, we needed to make the editing gizmo easier to use, yet more exact. Bigger locations to grab at Better snapping to locations and rotations when manipulating the objects
55 VR EDITOR MORE WORKFLOWS While we have all of our Slate UI available in the VR Editor, we re beginning to investigate other workflows that might benefit from specialized UI. Animation Posing Quick Level Scripting Material Editing
56 HEADLINE AND IMAGE LAYOUT DOCUMENTATION AND LEARNING
57 DOCUMENTATION AND LEARNING VR CONTENT EXAMPLES We want to give you a jump start on common tasks that you have to do in VR, by providing content examples you can use in your projects Example Camera Setups Movement Interaction
58 DOCUMENTATION AND LEARNING TEMPLATE PROJECT A great base for you to start creating content that is performant on your target device. Includes settings for optimal rendering and performance in VR, so you can build your projects right from them.
59 DOCUMENTATION AND LEARNING Getting off to a quick start is key to success! These templates and samples will be put up as soon as they re ready for you to use. Documentation is currently being updated to reflect all current devices and their latest SDKs.
60 THANK YOU! HEADLINE AND IMAGE LAYOUT
HMD based VR Service Framework. July Web3D Consortium Kwan-Hee Yoo Chungbuk National University
HMD based VR Service Framework July 31 2017 Web3D Consortium Kwan-Hee Yoo Chungbuk National University khyoo@chungbuk.ac.kr What is Virtual Reality? Making an electronic world seem real and interactive
More informationMoving Web 3d Content into GearVR
Moving Web 3d Content into GearVR Mitch Williams Samsung / 3d-online GearVR Software Engineer August 1, 2017, Web 3D BOF SIGGRAPH 2017, Los Angeles Samsung GearVR s/w development goals Build GearVRf (framework)
More informationBring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events
Bring Imagination to Life with Virtual Reality: Everything You Need to Know About VR for Events 2017 Freeman. All Rights Reserved. 2 The explosive development of virtual reality (VR) technology in recent
More informationExploring Virtual Reality (VR) with ArcGIS. Euan Cameron Simon Haegler Mark Baird
Exploring Virtual Reality (VR) with ArcGIS Euan Cameron Simon Haegler Mark Baird Agenda Introduction & Terminology Application & Market Potential Mobile VR with ArcGIS 360VR Desktop VR with CityEngine
More informationDiving into VR World with Oculus. Homin Lee Software Engineer at Oculus
Diving into VR World with Oculus Homin Lee Software Engineer at Oculus Topics Who is Oculus Oculus Rift DK2 Positional Tracking SDK Latency Roadmap 1. Who is Oculus 1. Oculus is Palmer Luckey & John Carmack
More informationEnabling Mobile Virtual Reality ARM 助力移动 VR 产业腾飞
Enabling Mobile Virtual Reality ARM 助力移动 VR 产业腾飞 Nathan Li Ecosystem Manager Mobile Compute Business Line Shenzhen, China May 20, 2016 3 Photograph: Mark Zuckerberg Facebook https://www.facebook.com/photo.php?fbid=10102665120179591&set=pcb.10102665126861201&type=3&theater
More informationReal Estate Marketing
Real Estate Marketing Real Estate Marketing Renderings 360 -Tours Virtual Reality Real Estate Mobile Animations Our commitment is to provide state-of-the-art multimedia products for real estate. We are
More informationTOUCH & FEEL VIRTUAL REALITY. DEVELOPMENT KIT - VERSION NOVEMBER 2017
TOUCH & FEEL VIRTUAL REALITY DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 www.neurodigital.es Minimum System Specs Operating System Windows 8.1 or newer Processor AMD Phenom II or Intel Core i3 processor
More informationHead Tracking for Google Cardboard by Simond Lee
Head Tracking for Google Cardboard by Simond Lee (slee74@student.monash.edu) Virtual Reality Through Head-mounted Displays A head-mounted display (HMD) is a device which is worn on the head with screen
More informationExploring Geoscience with AR/VR Technologies
Exploring Geoscience with AR/VR Technologies Tim Scheitlin Computational & Information Systems Laboratory (CISL), National Center for Atmospheric Research (NCAR), Boulder, Colorado, USA Using ECMWF's Forecasts
More informationAssignment 5: Virtual Reality Design
Assignment 5: Virtual Reality Design Version 1.0 Visual Imaging in the Electronic Age Assigned: Thursday, Nov. 9, 2017 Due: Friday, December 1 November 9, 2017 Abstract Virtual reality has rapidly emerged
More informationModo VR Technical Preview User Guide
Modo VR Technical Preview User Guide Copyright 2018 The Foundry Visionmongers Ltd Introduction 2 Specifications, Installation, and Setup 2 Machine Specifications 2 Installing 3 Modo VR 3 SteamVR 3 Oculus
More informationVirtual Reality I. Visual Imaging in the Electronic Age. Donald P. Greenberg November 9, 2017 Lecture #21
Virtual Reality I Visual Imaging in the Electronic Age Donald P. Greenberg November 9, 2017 Lecture #21 1968: Ivan Sutherland 1990s: HMDs, Henry Fuchs 2013: Google Glass History of Virtual Reality 2016:
More informationOculus Rift Getting Started Guide
Oculus Rift Getting Started Guide Version 1.23 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationrevolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017
How Presentation virtual reality Title is revolutionizing Subhead Can Be Placed Here healthcare Anders Gronstedt, Ph.D., President, Gronstedt Group September 22, 2017 Please introduce yourself in text
More informationVirtual Reality as Innovative Approach to the Interior Designing
SSP - JOURNAL OF CIVIL ENGINEERING Vol. 12, Issue 1, 2017 DOI: 10.1515/sspjce-2017-0011 Virtual Reality as Innovative Approach to the Interior Designing Pavol Kaleja, Mária Kozlovská Technical University
More informationEnSight in Virtual and Mixed Reality Environments
CEI 2015 User Group Meeting EnSight in Virtual and Mixed Reality Environments VR Hardware that works with EnSight Canon MR Oculus Rift Cave Power Wall Canon MR MR means Mixed Reality User looks through
More informationWebVR: Building for the Immersive Web. Tony Parisi Head of VR/AR, Unity Technologies
WebVR: Building for the Immersive Web Tony Parisi Head of VR/AR, Unity Technologies About me Co-creator, VRML, X3D, gltf Head of VR/AR, Unity tonyp@unity3d.com Advisory http://www.uploadvr.com http://www.highfidelity.io
More informationMobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt
Mobile Virtual Reality what is that and how it works? Alexey Rybakov, Senior Engineer, Technical Evangelist at DataArt alexey.rybakov@dataart.com Agenda 1. XR/AR/MR/MR/VR/MVR? 2. Mobile Hardware 3. SDK/Tools/Development
More informationimmersive visualization workflow
5 essential benefits of a BIM to immersive visualization workflow EBOOK 1 Building Information Modeling (BIM) has transformed the way architects design buildings. Information-rich 3D models allow architects
More informationVIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR
VIRTUAL REALITY LAB Research group Softwarevisualisation in 3D and VR softvis@uni-leipzig.de http://home.uni-leipzig.de/svis/vr-lab/ VR Labor Hardware Portfolio OVERVIEW HTC Vive Oculus Rift Leap Motion
More informationVR-Plugin. for Autodesk Maya.
VR-Plugin for Autodesk Maya 1 1 1. Licensing process Licensing... 3 2 2. Quick start Quick start... 4 3 3. Rendering Rendering... 10 4 4. Optimize performance Optimize performance... 11 5 5. Troubleshooting
More informationSteamVR Unity Plugin Quickstart Guide
The SteamVR Unity plugin comes in three different versions depending on which version of Unity is used to download it. 1) v4 - For use with Unity version 4.x (tested going back to 4.6.8f1) 2) v5 - For
More informationTransforming Industries with Enlighten
Transforming Industries with Enlighten Alex Shang Senior Business Development Manager ARM Tech Forum 2016 Korea June 28, 2016 2 ARM: The Architecture for the Digital World ARM is about transforming markets
More informationYOUR PRODUCT IN 3D. Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM
YOUR PRODUCT IN 3D Scan and present in Virtual Reality, Augmented Reality, 3D. SCANBLUE.COM Foreword Dear customers, for two decades I have been pursuing the vision of bringing the third dimension to the
More informationVirtual Reality for Real Estate a case study
IOP Conference Series: Materials Science and Engineering PAPER OPEN ACCESS Virtual Reality for Real Estate a case study To cite this article: B A Deaky and A L Parv 2018 IOP Conf. Ser.: Mater. Sci. Eng.
More informationOculus Rift Getting Started Guide
Oculus Rift Getting Started Guide Version 1.7.0 2 Introduction Oculus Rift Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC.
More informationConstruction of visualization system for scientific experiments
Construction of visualization system for scientific experiments A. V. Bogdanov a, A. I. Ivashchenko b, E. A. Milova c, K. V. Smirnov d Saint Petersburg State University, 7/9 University Emb., Saint Petersburg,
More informationBIMXplorer v1.3.1 installation instructions and user guide
BIMXplorer v1.3.1 installation instructions and user guide BIMXplorer is a plugin to Autodesk Revit (2016 and 2017) as well as a standalone viewer application that can import IFC-files or load previously
More informationVR/AR Concepts in Architecture And Available Tools
VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien Outline 1. What can you do with virtual reality
More informationVR Best Practices: Putting the Fun in VR Funhouse. Amanda Bott - March 3, 2017
VR Best Practices: Putting the Fun in VR Funhouse Amanda Bott - March 3, 2017 2 Overview Getting Started Design Haptics High-end Rendering Simulated Effects Audio Performance Tools Modding 3 In the Beginning
More informationMETAL TEXT EFFECT. Step 1: Create A New Document. Step 2: Fill The Background With Black
METAL TEXT EFFECT In this text effects tutorial, we ll learn how to easily create metal text, a popular effect widely used in video games and movie posters! It may seem like there s a lot of steps involved,
More informationQuality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies
Quality of Experience for Virtual Reality: Methodologies, Research Testbeds and Evaluation Studies Mirko Sužnjević, Maja Matijašević This work has been supported in part by Croatian Science Foundation
More informationVR/AR Development for Student Learning at
VR/AR Development for Student Learning at MADE@UF Proposer: Samuel R. Putnam, Assistant University Librarian, Marston Science Library, srputnam@ufl.edu; Sara R. Gonzalez, Ph.D., Assistant University Professor,
More informationISSUE #6 / FALL 2017
REVIT PURE PRESENTS PAMPHLETS ISSUE #6 / FALL 2017 VIRTUAL REALITY revitpure.com Copyright 2017 - BIM Pure productions WHAT IS THIS PAMPHLET? Revit Pure Pamphlets are published 4 times a year by email.
More informationIntroduction to Game Design. Truong Tuan Anh CSE-HCMUT
Introduction to Game Design Truong Tuan Anh CSE-HCMUT Games Games are actually complex applications: interactive real-time simulations of complicated worlds multiple agents and interactions game entities
More informationMotion Blur with Mental Ray
Motion Blur with Mental Ray In this tutorial we are going to take a look at the settings and what they do for us in using Motion Blur with the Mental Ray renderer that comes with 3D Studio. For this little
More informationTrial code included!
The official guide Trial code included! 1st Edition (Nov. 2018) Ready to become a Pro? We re so happy that you ve decided to join our growing community of professional educators and CoSpaces Edu experts!
More informationVR/AR Innovation Report August 2016
VR/AR Innovation Report August 2016 Presented by @GDC Welcome to the VRDC VR/AR Innovation Report, presented by the Virtual Reality Developers Conference! The data in this report was gathered from surveying
More informationVirtual Reality Application Programming with QVR
Virtual Reality Application Programming with QVR Computer Graphics and Multimedia Systems Group University of Siegen July 26, 2017 M. Lambers Virtual Reality Application Programming with QVR 1 Overview
More informationTwo Games, Four Platforms: A VR Platform Comparison. E McNeill Indie Game Designer
Two Games, Four Platforms: A VR Platform Comparison E McNeill Indie Game Designer - Oculus/IndieCade VR Jam Winner - Best Gameplay 2014 Proto Awards - 2015 IndieCade Finalist The best Oculus Rift game
More informationVirtual Reality in Unreal Engine 4. Nathan Adara Program of Computer Graphics
Virtual Reality in Unreal Engine 4 Nathan Adara Program of Computer Graphics Let s Kick This Off People s impressions of VR are important. See? People s first impressions of VR are important. Your Blank
More informationThe Reality of AR and VR: Highlights from a New Survey. Bob O Donnell, President and Chief Analyst
The Reality of AR and VR: Highlights from a New Survey Bob O Donnell, President and Chief Analyst Methodology Online survey in March 2018 of 1,000 US consumers that identify themselves as gamers and who
More informationTechnical Specifications: tog VR
s: BILLBOARDING ENCODED HEADS FULL FREEDOM AUGMENTED REALITY : Real-time 3d virtual reality sets from RT Software Virtual reality sets are increasingly being used to enhance the audience experience and
More informationLessons Learned From Experiments in Creating VR Content
Lessons Learned From Experiments in Creating VR Content Published May 2017 Topics Video, Advertising, Mobile Virtual Reality (VR) creates infinite storytelling possibilities. But VR for advertising has
More informationVR/AR with ArcGIS. Pascal Mueller, Rex Hansen, Eric Wittner & Adrien Meriaux
VR/AR with ArcGIS Pascal Mueller, Rex Hansen, Eric Wittner & Adrien Meriaux Agenda Introduction & Terminology Pascal Mobile VR with ArcGIS 360VR Eric Premium VR with CityEngine & Game Engines Pascal Dedicated
More informationProgramme TOC. CONNECT Platform CONNECTION Client MicroStation CONNECT Edition i-models what is comming
Bentley CONNECT CONNECT Platform MicroStation CONNECT Edition 1 WWW.BENTLEY.COM 2016 Bentley Systems, Incorporated 2016 Bentley Systems, Incorporated Programme TOC CONNECT Platform CONNECTION Client MicroStation
More informationThis guide updated November 29, 2017
Page 1 of 57 This guide updated November 29, 2017 How to use VRMark... 4 Choose a performance level... 5 Choose an evaluation mode... 6 Choose a platform... 7 Target frame rate... 8 Judge with your own
More informationTechnical Guide. Updated June 20, Page 1 of 63
Technical Guide Updated June 20, 2018 Page 1 of 63 How to use VRMark... 4 Choose a performance level... 5 Choose an evaluation mode... 6 Choose a platform... 7 Target frame rate... 8 Judge with your own
More informationRendering Challenges of VR
Lecture 27: Rendering Challenges of VR Computer Graphics CMU 15-462/15-662, Fall 2015 Virtual reality (VR) vs augmented reality (AR) VR = virtual reality User is completely immersed in virtual world (sees
More informationUnderstanding OpenGL
This document provides an overview of the OpenGL implementation in Boris Red. About OpenGL OpenGL is a cross-platform standard for 3D acceleration. GL stands for graphics library. Open refers to the ongoing,
More informationThe value of VR for professionals. Sébastien Cb MiddleVR.com
The value of VR for professionals Sébastien Cb Kuntz CEO @SebKuntz @MiddleVR MiddleVR.com Virtual reality for professionals Team of VR experts Founded in 2012 VR Content creation professional services
More informationDIGITAL WATERMARKING GUIDE
link CREATION STUDIO DIGITAL WATERMARKING GUIDE v.1.4 Quick Start Guide to Digital Watermarking Here is our short list for what you need BEFORE making a linking experience for your customers Step 1 File
More informationTable of Contents. Creating Your First Project 4. Enhancing Your Slides 8. Adding Interactivity 12. Recording a Software Simulation 19
Table of Contents Creating Your First Project 4 Enhancing Your Slides 8 Adding Interactivity 12 Recording a Software Simulation 19 Inserting a Quiz 24 Publishing Your Course 32 More Great Features to Learn
More informationIs This Real Life? Augmented & Virtual Reality in Your Library
Is This Real Life? Augmented & Virtual Reality in Your Library Eric Schwab, Manager Toronto Public Library, Digitization & Preservation Ted Belke, Services Specialist Toronto Public Library, Service Innovation
More informationNVIDIA APEX: High-Definition Physics with Clothing and Vegetation. Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA
NVIDIA APEX: High-Definition Physics with Clothing and Vegetation Michael Sechrest, IDV Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA Outline Introduction APEX: A Scalable Dynamics Framework APEX Clothing
More informationSPIDERMAN VR. Adam Elgressy and Dmitry Vlasenko
SPIDERMAN VR Adam Elgressy and Dmitry Vlasenko Supervisors: Boaz Sternfeld and Yaron Honen Submission Date: 09/01/2019 Contents Who We Are:... 2 Abstract:... 2 Previous Work:... 3 Tangent Systems & Development
More informationUnreal. Version 1.7.0
Unreal Version 1.7.0 2 Introduction Unreal Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC. (C) Oculus VR, LLC. All rights
More informationSoftware Requirements Specification
ÇANKAYA UNIVERSITY Software Requirements Specification Simulacrum: Simulated Virtual Reality for Emergency Medical Intervention in Battle Field Conditions Sedanur DOĞAN-201211020, Nesil MEŞURHAN-201211037,
More informationNVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction. Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA
NVIDIA APEX: From Mirror s Edge to Pervasive Cinematic Destruction Anders Caspersson, DICE Monier Maher, NVIDIA Jean Pierre Bordes, NVIDIA Agenda Mirror s Edge Case study (Anders Caspersson) PhysX in Mirror
More informationLincoln Cathedral Interactive Virtual Reality Exhibition
Lincoln Cathedral Interactive Virtual Reality Exhibition Yuqiang Ben 1a ; Chantelle Niblock 1b ; Lukasz Bonenberg 2 1 Department of Architecture and Built Environment, University of Nottingham, 2 Nottingham
More informationPRODUCTS DOSSIER. / DEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1
PRODUCTS DOSSIER DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 www.neurodigital.es / hello@neurodigital.es Product information PAGE 1 Minimum System Specs Operating System Windows 8.1 or newer Processor
More informationA Guide to Virtual Reality for Social Good in the Classroom
A Guide to Virtual Reality for Social Good in the Classroom Welcome to the future, or the beginning of a future where many things are possible. Virtual Reality (VR) is a new tool that is being researched
More informationBuilding a bimanual gesture based 3D user interface for Blender
Modeling by Hand Building a bimanual gesture based 3D user interface for Blender Tatu Harviainen Helsinki University of Technology Telecommunications Software and Multimedia Laboratory Content 1. Background
More informationHeroX - Untethered VR Training in Sync'ed Physical Spaces
Page 1 of 6 HeroX - Untethered VR Training in Sync'ed Physical Spaces Above and Beyond - Integrating Robotics In previous research work I experimented with multiple robots remotely controlled by people
More informationADVANCED WHACK A MOLE VR
ADVANCED WHACK A MOLE VR Tal Pilo, Or Gitli and Mirit Alush TABLE OF CONTENTS Introduction 2 Development Environment 3 Application overview 4-8 Development Process - 9 1 Introduction We developed a VR
More informationREPORT ON THE CURRENT STATE OF FOR DESIGN. XL: Experiments in Landscape and Urbanism
REPORT ON THE CURRENT STATE OF FOR DESIGN XL: Experiments in Landscape and Urbanism This report was produced by XL: Experiments in Landscape and Urbanism, SWA Group s innovation lab. It began as an internal
More informationSensible Chuckle SuperTuxKart Concrete Architecture Report
Sensible Chuckle SuperTuxKart Concrete Architecture Report Sam Strike - 10152402 Ben Mitchell - 10151495 Alex Mersereau - 10152885 Will Gervais - 10056247 David Cho - 10056519 Michael Spiering Table of
More informationFLEXLINK DESIGN TOOL VR GUIDE. documentation
FLEXLINK DESIGN TOOL VR GUIDE User documentation Contents CONTENTS... 1 REQUIREMENTS... 3 SETUP... 4 SUPPORTED FILE TYPES... 5 CONTROLS... 6 EXPERIENCE 3D VIEW... 9 EXPERIENCE VIRTUAL REALITY... 10 Requirements
More informationUMI3D Unified Model for Interaction in 3D. White Paper
UMI3D Unified Model for Interaction in 3D White Paper 30/04/2018 Introduction 2 The objectives of the UMI3D project are to simplify the collaboration between multiple and potentially asymmetrical devices
More informationVirtual Universe Pro. Player Player 2018 for Virtual Universe Pro
Virtual Universe Pro Player 2018 1 Main concept The 2018 player for Virtual Universe Pro allows you to generate and use interactive views for screens or virtual reality headsets. The 2018 player is "hybrid",
More informationShader "Custom/ShaderTest" { Properties { _Color ("Color", Color) = (1,1,1,1) _MainTex ("Albedo (RGB)", 2D) = "white" { _Glossiness ("Smoothness", Ran
Building a 360 video player for VR With the release of Unity 5.6 all of this became much easier, Unity now has a very competent media player baked in with extensions that allow you to import a 360 video
More informationVirtual Reality in E-Learning Redefining the Learning Experience
Virtual Reality in E-Learning Redefining the Learning Experience A Whitepaper by RapidValue Solutions Contents Executive Summary... Use Cases and Benefits of Virtual Reality in elearning... Use Cases...
More informationMore Efficient and Intuitive PLM by Integrated AR/VR. Round Table Session Georg Fiechtner
More Efficient and Intuitive PLM by Integrated AR/VR Round Table Session Georg Fiechtner Service Portfolio PLM Consulting PLM Software Development Human- System Interaction AMS Processes Systems Technologies
More informationVirtual Reality Mobile 360 Nanodegree Syllabus (nd106)
Virtual Reality Mobile 360 Nanodegree Syllabus (nd106) Join the Creative Revolution Before You Start Thank you for your interest in the Virtual Reality Nanodegree program! In order to succeed in this program,
More informationUsing Hybrid Reality to Explore Scientific Exploration Scenarios
Using Hybrid Reality to Explore Scientific Exploration Scenarios EVA Technology Workshop 2017 Kelsey Young Exploration Scientist NASA Hybrid Reality Lab - Background Combines real-time photo-realistic
More information4/23/16. Virtual Reality. Virtual reality. Virtual reality is a hot topic today. Virtual reality
CSCI 420 Computer Graphics Lecture 25 Virtual Reality Virtual reality computer-simulated environments that can simulate physical presence in places in the real world, as well as in imaginary worlds History
More informationUnreal. Version
Unreal Version 1.13.0 2 Introduction Unreal Copyrights and Trademarks 2017 Oculus VR, LLC. All Rights Reserved. OCULUS VR, OCULUS, and RIFT are trademarks of Oculus VR, LLC. (C) Oculus VR, LLC. All rights
More informationImmersive Visualization On the Cheap. Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries December 6, 2019
Immersive Visualization On the Cheap Amy Trost Data Services Librarian Universities at Shady Grove/UMD Libraries atrost1@umd.edu December 6, 2019 About Me About this Session Some of us have been lucky
More informationUnpredictable movement performance of Virtual Reality headsets
Unpredictable movement performance of Virtual Reality headsets 2 1. Introduction Virtual Reality headsets use a combination of sensors to track the orientation of the headset, in order to move the displayed
More informationBest Practices for VR Applications
Best Practices for VR Applications July 25 th, 2017 Wookho Son SW Content Research Laboratory Electronics&Telecommunications Research Institute Compliance with IEEE Standards Policies and Procedures Subclause
More informationYULIO VR FOR BUSINESS. Industry and Implementation Overview
YULIO VR FOR BUSINESS Industry and Implementation Overview THE PROMISE The promise of virtual reality has always been enormous. Put on these goggles, go nowhere, and be transported anywhere. Born of technology,
More informationUsing the Kinect body tracking in virtual reality applications
Ninth Hungarian Conference on Computer Graphics and Geometry, Budapest, 2018 Using the Kinect body tracking in virtual reality applications Tamás Umenhoffer 1, Balázs Tóth 1 1 Department of Control Engineering
More informationObduction User Manual - Menus, Settings, Interface
v1.6.5 Obduction User Manual - Menus, Settings, Interface As you walk in the woods on a stormy night, a distant thunderclap demands your attention. A curious, organic artifact falls from the starry sky
More informationDEVELOPMENT KIT - VERSION NOVEMBER Product information PAGE 1
DEVELOPMENT KIT - VERSION 1.1 - NOVEMBER 2017 Product information PAGE 1 Minimum System Specs Operating System Windows 8.1 or newer Processor AMD Phenom II or Intel Core i3 processor or greater Memory
More informationVirtual Reality in Neuro- Rehabilitation and Beyond
Virtual Reality in Neuro- Rehabilitation and Beyond Amanda Carr, OTRL, CBIS Origami Brain Injury Rehabilitation Center Director of Rehabilitation Amanda.Carr@origamirehab.org Objectives Define virtual
More informationP15083: Virtual Visualization for Anatomy Teaching, Training and Surgery Simulation Applications. Gate Review
P15083: Virtual Visualization for Anatomy Teaching, Training and Surgery Simulation Applications Gate Review Agenda review of starting objectives customer requirements, engineering requirements 50% goal,
More informationMACHINE LEARNING Games and Beyond. Calvin Lin, NVIDIA
MACHINE LEARNING Games and Beyond Calvin Lin, NVIDIA THE MACHINE LEARNING ERA IS HERE And it is transforming every industry... including Game Development OVERVIEW NVIDIA Volta: An Architecture for Machine
More informationCreating original VR content from creation up to distribution. Grégoire PARAIN NOVELAB
Creating original VR content from creation up to distribution Grégoire PARAIN NOVELAB French think-tank dedicated to VR Why VR? Experience? VR is really about experience. In cinema you feel empathy for
More informationLearning technology trends and implications
Learning technology trends and implications ISA s 2016 Annual Business Retreat By Anders Gronstedt, Ph.D., President, Gronstedt Group 1.15 pm, March 22, 2016 Disruptive learning trends Gamification Meta
More informationCSE 165: 3D User Interaction. Lecture #14: 3D UI Design
CSE 165: 3D User Interaction Lecture #14: 3D UI Design 2 Announcements Homework 3 due tomorrow 2pm Monday: midterm discussion Next Thursday: midterm exam 3D UI Design Strategies 3 4 Thus far 3DUI hardware
More informationPopular Nikon Lenses for Shooting Video
JANUARY 20, 2018 ADVANCED Popular Nikon Lenses for Shooting Video One of the biggest advantages of shooting video with a DSLR camera is the great lens selection available to shoot with. Each lens has its
More informationVirtual Reality. Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015
Virtual Reality Lecture #11 NBA 6120 Donald P. Greenberg September 30, 2015 Virtual Reality What is Virtual Reality? Virtual Reality A term used to describe a computer generated environment which can simulate
More informationExecutive Summary https://artillry.co/contact/. Copyright ARtillry 2017
ARTILLRY INTELLIGENCE BRIEFING THE STATE OF VIRTUAL REALITY JUNE 2017 Executive Summary ARtillry Insights are monthly installments of VR/AR data and analysis. They bring together original and third party
More informationChapter 1 - Introduction
1 "We all agree that your theory is crazy, but is it crazy enough?" Niels Bohr (1885-1962) Chapter 1 - Introduction Augmented reality (AR) is the registration of projected computer-generated images over
More informationPropietary Engine VS Commercial engine. by Zalo
Propietary Engine VS Commercial engine by Zalo zalosan@gmail.com About me B.S. Computer Engineering 9 years of experience, 5 different companies 3 propietary engines, 2 commercial engines I have my own
More informationPerspective Guides. Perspective Contextual Toolbar. 1-Point Perspective
WHAT S NEW 1. Perspective Guides 2. Flipbook Animation 3. Gradient Flood Fills 4. Layer Workflow Enhancements - Layer Grouping - Extended Blending Modes - Background Color - Multi-Layer Select 5. Distort
More informationCS 354R: Computer Game Technology
CS 354R: Computer Game Technology http://www.cs.utexas.edu/~theshark/courses/cs354r/ Fall 2017 Instructor and TAs Instructor: Sarah Abraham theshark@cs.utexas.edu GDC 5.420 Office Hours: MW4:00-6:00pm
More informationAbout Us and Our Expertise :
About Us and Our Expertise : Must Play Games is a leading game and application studio based in Hyderabad, India established in 2012 with a notion to develop fun to play unique games and world class applications
More informationHome Building Industry Innovations BIM and VR
Home Building Industry Innovations BIM and VR What is BIM 2D hand drafting. Historically we started from a point of documentation. Hand drafting all buildings to convey our ideas and construction methods.
More information