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Portland vr-meetup-deck-final-shareable

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Brent Insko, Intel Lead Software Architect in Virtual Reality Center of Excellence, presented talk on OpenXR* and the future of AR/VR/MR gaming.

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Portland vr-meetup-deck-final-shareable

  1. 1. OpenXR–AndtheFutureof AR/VR/MRGaming Brent Insko, Virtual Reality Center of Excellence October, 2017
  2. 2. Where is VR today? 2
  3. 3. 3 Gartner Hype Cycle 2017 © 2017 Gartner, Inc.
  4. 4. What is holding VR back? 4
  5. 5. What is holding VR back? • Content • Comfort • Cost 5
  6. 6. 6
  7. 7. 7 Platforms
  8. 8. 8 Platforms VR Platforms
  9. 9. 9 3 PCVR Verticals Oculus Store Microsoft Store Mixed Reality App Mixed Reality Runtime Oculus App Oculus Runtime Mixed Reality HMDs Oculus Rift Steam Store SteamVR App SteamVR Runtime HTC Vive (+ HDK & others)
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  14. 14. What is a VR Runtime? 14
  15. 15. 15 High Level VR Software Stack VR Runtime Server Compositor DirectX (+ other system APIs) Windows VR Application Browser VR Hardware OpenXR APIs WebVR Game Engine Application interface Driver(HW) interface
  16. 16. • Takes Windows surfaces from multiple applications • Composites onto a single desktop in 2.5D • Handles transparency/ translucency Windows Compositor… Desktop Window Manager (DWM)
  17. 17. VR Compositor T1 T2 T3 • Composition • Time Warp • Barrel Distortion • Chromatic Aberration Correction VR Compositor
  18. 18. 18 • Head and controller positions • Controller state • Input events • Game images • Haptics events Information Flow
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  20. 20. Why does Intel care? 20
  21. 21. VR Vision – The PC Platform The PC is doing more than ever to stimulate the user and drive their senses Physicallydriven audio Audio effects that are true to life, reflecting off objects and surface materials, accounting for distance and orientation. Intense graphics Higher resolution, faster frame rates, and depth capable displays, fully immerse players in the experience. Hands-free input Depth cameras incorporated into HMDs and connected to the PC track arm and hand movement allow controller-less input Multiplayer support Simulation accounts for multiple players in the same room – including both players VR experience being driven off of one high-performance PC. Wireless freedom High-speed, low-latency wireless driving of all peripherals. Haptic feedback Vest and controllers mimic in-game interactions to further stimulate the player and make interactions between teammates more physical. Vest reacts with jolt from enemy weapon fire. Vest and controllers relay low health condition. Physically accept a healing item handed to you by a teammate. Object heft is conveyed to you. 1 2 3 We believe VR will evolve to allow multi-modal input and feedback. Here we show a variety of the technologies that the PC will be providing feedback to the user. CPU Workloads Particle effects and physics, Artificial intelligence, Destruction and Object Persistence, Initialization & level setup, Spatial binaural 3D audio, frame rate, mega-tasking workloads
  22. 22. VR Vision – The Sensor Platform Fully immersing users in VR will include full awareness of their state and movement Facialexpressiontracking Mask sensors map your reactions to your in game character, enhancing non-verbal communication and heightening involvement. Object scanning Depth cameras in HMD allow scaling real world objects to bring in game. Swing a favorite toy sword or bring a child’s art class project into social spaces. Eye tracking Players eyes are reflected in their in game character, expressing emotion and intent. Gaze tracking can unlock UI triggers, and drive rendering performance focus. Biometric sensors Heart rate, pupil dilation and galvanic skin response can be used to convey emotional responses such as fear or excitement. Responses can be analyzed to tailor game difficulty, give cues to other players, or to limit fatigue. At the same time, the PC will be capturing a wide array of conscious and unconscious input from the player, and feeding this back to the simulation for processing Intuitive Controllers Controllers evolve to intuitively communicate greater degrees of intent, with analog triggers, contact sensing, and greater degrees of affordance Physics-driven presence Motion tracking of HMDs and controllers, combined with 3D cameras, and CPU-driven physics are used to track and confer full body articulation .
  23. 23. 23 3rd Person Camera AI (Yoann PignoleGamasutra2015) GFX Source (PC) Sink (HMD) Panel (Output) Sensors (Input) Render Time Warp Barrel Distortion Chroma Correction Display (Scalar) Pose Input Imaging Data Tx Rx USB Display Displaylink Wireless VR Intel’s partnership with ISVs on VR content Intel Projects
  24. 24. 2020 Virtual Reality Vision Adventure together with friends, compete with rivals, or bring the world along for the show Open Innovation & Best of class performance allow VR to thrive and lead on PC Usage: Truly Immersive multiplayer gaming allows players to travel to other worlds, whether next to each other or across the globe Focus areas: Gaming, eSports, Social Key capability areas (hypotheses) • Mind-tripping quality: Photo-real, deep behavioral simulation, responsive enough to exceed sensory reqs. “Believed I was there” • Wireless HMDs and peripherals and/or wearable form factors for unhindered and unlimited movement • Multi sensorystimulation: physiological-transparent quality display & graphics, physically modeled 3D Audio, (haptic stimulation), (vestibular dampening), • Multi-model input, sensing, and responsive simulation: eye- tracking, expression tracking, tactile feedback, biometric feedback (galvanic response, heart rate, etc), voice & outside audio cuing, environment capture • Social & competitive: Your expressions & movements driving your presence in virtual interactions with others New York Los Angeles London WW Spectators
  25. 25. The Future of AR/VR/MR Gaming & OpenXR • Engaging more senses, better experiences à more immersion à more presence • More innovation 25
  26. 26. The Future of AR/VR/MR Gaming & OpenXR • Engaging more senses, better experiences à more immersion à more presence • More innovation • Dependent on: à more content more places à more hardware more places à easier cross-platform development & testing 26
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  28. 28. 28 à more content more places à more hardware more places à easier cross-platform development & testing

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