The document discusses the Oculus Rift virtual reality headset. It describes how the Oculus Rift uses stereoscopic 3D rendering and a 110 degree field of view to provide an immersive virtual reality experience. It also discusses how the Rift's ultra low latency positional tracking and low persistence allows it to track a user's head movements with no motion blur or lag. The document outlines several key features of the Rift's virtual reality technology and its advantages over other gaming systems in providing a natural and realistic virtual experience.
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
These slides use ideas from my class to develop a business model for Oculus Rift’s headset. This headset creates the perception among users that they are in a different reality as they play video games. It has much higher resolution and faster response time than do previous headsets. Although Oculus hopes to develop its own console, these slides recommend that Oculus partner with a console maker such as Sony, Microsoft, or Nintendo in order to reduce development cost and gain access to existing users and game software. Hopefully it can receive a portion of hardware and game software revenues as its headset enables console makers to increase their market share and charge more for game software.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) Alina Vilk
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) рассказывал о современном состоянии VR/AR-индустрии, о принципах и особенностях мобильного VR. Участники встречи коснулись средств разработки и запустили парочку примеров на Google DayDream. Во второй части доклада обсудили Samsung Gear VR, Google Cardboard и Google Daydream, в чем их сходства и различия с точки зрения программиста. Рассмотрели SDK/Tool, которые можно с ними использовать.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This Qualcomm presentation describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the presentation at: https://www.qualcomm.com/documents/making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
The Rift is a virtual reality head-mounted display developed by Oculus VR. It was initially proposed in a Kick starter campaign, during which Oculus VR.
The simulation aspect of the Oculus Rift can be put to use as a tool for training. It's one of the more obvious non-gaming applications for the device, mostly because non-VR simulations already exist in many fields, but the quality of simulation is what's important here.
These slides use ideas from my class to develop a business model for Oculus Rift’s headset. This headset creates the perception among users that they are in a different reality as they play video games. It has much higher resolution and faster response time than do previous headsets. Although Oculus hopes to develop its own console, these slides recommend that Oculus partner with a console maker such as Sony, Microsoft, or Nintendo in order to reduce development cost and gain access to existing users and game software. Hopefully it can receive a portion of hardware and game software revenues as its headset enables console makers to increase their market share and charge more for game software.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) Alina Vilk
Алексей Рыбаков (Senior Engineer,Technical Evangelist DataArt ) рассказывал о современном состоянии VR/AR-индустрии, о принципах и особенностях мобильного VR. Участники встречи коснулись средств разработки и запустили парочку примеров на Google DayDream. Во второй части доклада обсудили Samsung Gear VR, Google Cardboard и Google Daydream, в чем их сходства и различия с точки зрения программиста. Рассмотрели SDK/Tool, которые можно с ними использовать.
Making Immersive Virtual Reality Possible in MobileQualcomm Research
Virtual reality will provide the ultimate level of immersion, creating a sense of physical presence in real or imagined worlds.
This Qualcomm presentation describes:
• The unprecedented experiences and unlimited possibilities that VR enables.
• Why VR is happening now and how mobile technologies are accelerating VR adoption.
• The extreme requirements for immersive VR in terms of visual quality, sound quality, and intuitive interactions.
• Why Qualcomm Technologies is uniquely positioned to meet these extreme requirements and deliver superior mobile VR experiences
Learn more at: https://www.qualcomm.com/VR
Download the presentation at: https://www.qualcomm.com/documents/making-immersive-virtual-reality-possible-mobile
Sign up for our mobile computing newsletter at: https://www.qualcomm.com/invention/technologies/mobile-computing/signup
Aslam.o.aliakum!
i am shakaib ashraf this topic is for my students who want to do presentation on virtual reality
introduction
types of virtual reality
how virtual reality works
these topics are available in this presentation
pray for me
thankyou
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VRAugmentedWorldExpo
A talk from the Tools & Products Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Hiren Bhinde (Qualcomm): On-device Motion Tracking for Immersive VR
As the industry strives toward immersive augmented and virtual reality experiences, we are guided by the extreme requirements associated with intuitive interactions, visual, and sound quality, in order to achieve the ultimate untethered user experience. Precise, low-latency motion tracking of head movements is crucial for intuitive interactions with the virtual world, and visual-inertial odometry (VIO) is the ideal complementary subsystem to achieve this goal. VIO allows for six-degrees of freedom in VR/AR experiences, reduces latency and cuts the cord. In this session, developers will learn about the evolution of motion tracking and dive into six-degrees of freedom and its impact on VR/AR content development and user experiences.
http://AugmentedWorldExpo.com
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
Virtual Reality: Learn to Maximize Present and Future Creative Possibilities!Stephan Tanguay
2014 is the year that virtual reality will go from a bad memory from the 90s to the beginning of a new way to experience content. Already the Oculus Rift has started to transform several industries with its ability to transport you to a completely interactive virtual space. As a designer and/or developer, this transformation will change the way you look at your work.
The first time you build something on the screen and then project yourself into your own creation, you quickly feel a sense of wonder and excitement from experiencing content in a way you never expected. You will also realize that many things that work well with a typical mouse, keyboard and computer screen work considerably different in the virtual world. Sharing these experiences with Stephan will help you to understand how to leverage what works in virtual reality, future possibilities and what to avoid so your virtual experiences will be effective at immersing users in your virtual creations.
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4. • Oculus Rift was invented by a virtual reality enthusiast named Palmer Luckey.
• The Oculus Rift is an upcoming virtual reality head mounted display, being
developed by Oculus VR, a division of Facebook.
• The Oculus Rift delivers a high-end virtual reality experience at an affordable
price. The Rift is also designed to be as comfortable and lightweight as possible
for long play sessions. The current Oculus Rift development kit is 369g.
• Creates an impression of immense environment with a small physical place –large
field view.
• Visual instinctive gameplay whereby enabling perspective base on head motion.
• Immersive virtual reality gameplay takes help of our brain’s sensor fusion, in
order to provide both realism and presence.
• Low Persistence
• Stable image as you turn - no motion blur
• Rolling shutter latency – Right-to-left – 3ms band of light – Eyes offset temporally
• Positional Tracking
5. Advantages:
The Oculus VR provides Immersive stereoscopic 3D rendering enabling
higher rate of depth into the virtual environment.
Extended diagonal field view of 110degrees provides the realism and
presence into the virtual environment.
The latency and 360 degrees head tracking mechanism enables moving
through rather than tracking dependent upon head gestures.
Refresh rate of 75Hz along with low persistence OLED display, eliminate
motion blur and judder, two of the biggest contributor to simulator
sickness.
The affordability plays a major role, the console is offered at 350$ higher
variance.
7. • The Stereoscopic 3D view is a technique for creating the illusion of
depth in an image.
• The Oculus Rift uses Stereoscopic 3D view and allows you to see
excellent depth, scale, and parallax.
• It is achieved by presenting unique and parallel images for each eye,
creating a much more realistic experience ("Next-Gen virtual
reality,").
• The Stereoscopic 3D rendering that is equipped on the Oculus Rift
allows you to feel that you are in the virtual world.
9. • In order for the consumer to completely feel as if they are in the virtual
world, the Oculus Rift uses a custom tracking technology to provide low
latency 360 degrees head tracking.
• This allows the consumer to look around the game as if he is in real life.
With every movement of the gamer’s head; it is tracked by the use of
sensors into the game and makes the virtual game feel natural.
• Every movement that the consumers head makes it is tracked in real time
and changes the orientation of the observer. This creates the most natural
experience a gamer can have with a headset.
• Low persistence provides rolling shutter( – Right-to-left – 3ms band of light
– Eyes offset temporally)
11. • Ultra Wide Field of View The Oculus Rift provides an approximately 110°
field of view, stretching the virtual world beyond your peripheral vision.
Your view of the game is no longer boxed in on a screen and is only limited
by what your eyes can see.
• The combination of the wide field of view with head-tracking and
stereoscopic 3D creates an immersive virtual reality experience.
• Conventional planar projection – GPUs like this because
• Straight edges remain straight
• Planes remain planar after projection
• Synthesis takes “a while” – So we predict the position / orientation – A long
range prediction: ~10-30ms out
12. Conclusion:
• Every gaming company creates a game that will allow the consumer to feel
as if they are in the game.
• Companies try to make the gamer more involved in the game by creating
inventions such as the Wii, PlayStation Move, and Xbox Kinect.
• The Oculus Rift has become very interesting to with its different features,
creating the most possible natural experience for the virtual world
• The Oculus Rift has become an interesting trend in 2013 because of its
capability. There are no other headsets that feature an amazing immersive
stereoscopic 3D rendering, a massive field of view, and a low latency 360-
degree head tracking. The Oculus Rift allows you to experience the virtual
world from your own living room.