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Using OSVR to Support (practically) Any Device in VR/AR

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Presentation given at the Vision 2016 summit. Discussed OSVR software framework as a cross-platform middleware to support display, input and output devices in VR and AR applications

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Using OSVR to Support (practically) Any Device in VR/AR

  1. 1. Yuval Boger CEO/VRguy, Sensics vrguy@sensics.com
  2. 2. What if your Web Browser only worked with a Logitech Wireless Mouse? No one wants to write a game that works only on one device 2
  3. 3. VR/AR Expertise - Sensors - Optics - Electronics/FPGA - Industrial design - Human factors - Open Source Gaming goggles Low-vision devices Professional 3
  4. 4. Open-source Hardware Open-Source Software 5
  5. 5. 6
  6. 6. 7
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  8. 8. • A multi-platform, standardized interface to virtual reality devices and peripherals. • A set of high-performance rendering utilities • Highly extensible • Free and open source, Apache 2.0 license 9
  9. 9. 10 25 38 66 103 118 144 150 170 220 232 270 300 Jan Feb Mar Apr May Jun Jul Aug Sep Oct Nov Dec NumberofPartners Selected ParticipantsNumber of Participants
  10. 10. Hundreds of devices (see osvr.github.io) Game Engines • Unity • Unreal • CryEngine • WebVR • SteamVR • Blender • Monogame • DirectX • OpenGL • And more 11
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  13. 13. • Interfaces are the primitive "pipes of data“ • A Device exposes one or more interfaces • Tracker • Eye tracking • Display • Imager (camera) • Skeleton (e.g. hand, full body) • Analog • Button • Gesture • Poser (e.g. motion platforms) 14
  14. 14. Synchronous: blocking read or write Asynchronous: callback for an event 15
  15. 15. 16 osvr::clientkit::Interface lefthand = context.getInterface("/me/hands/left"); OSVR_ReturnCode ret = osvrGetPoseState(lefthand.get(), &timestamp, &state); or osvrRegisterPoseCallback(lefthand, &myTrackerCallback, NULL);
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  17. 17. YEI Tracker OSVR HDK Tracker 18
  18. 18. DK2 Vuzix 720 19
  19. 19. 20
  20. 20. • Direct mode • Asynchronous time warp • Distortion correction • Preview window • Easy to add new or custom HMDs • Next up: foveated rendering 21
  21. 21. • Dynamically loaded, open- or closed-source • Device plugins • Analysis plugins, such as: • Sensor fusion • Predictive tracking • Position detection • Augmented reality 22
  22. 22. • Additional devices, platforms and game engine integrations • Graphical tools to make configuration easier • Foveated rendering • New analysis plugins such as gesture engine, augmented reality • It’s free and open – so we hope to see your code as well! 23
  23. 23. • Supports multiple devices, operating systems, game engines • Unified, device-independent programming model • Optimized game engine interfaces • Full set of capabilities • Free and open source • For additional information: • Yuval Boger, vrguy@sensics.com • osvr.github.io ; www.osvr.org 24

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