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Oculus Rift 
Virtual Reality Gaming. 
Name: Varun Verma 
Ht.no: 11621A05B8
Contents 
• Introduction to Oculus 
• Advantages 
• Working: 
Immersive stereoscopic 3D rendering 
Ultra low latency positional tracking and low persistence 
Field view and image synthesis 
• Future Possibilities 
• Conclusion
Introduction to Oculus
• 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
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.
Immersive stereoscopic 3D rendering:
• 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.
Ultra low latency positional tracking and low 
persistance:
• 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)
Field view and image synthesis:
• 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
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.

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Oculus rift VR

  • 1. Oculus Rift Virtual Reality Gaming. Name: Varun Verma Ht.no: 11621A05B8
  • 2. Contents • Introduction to Oculus • Advantages • Working: Immersive stereoscopic 3D rendering Ultra low latency positional tracking and low persistence Field view and image synthesis • Future Possibilities • Conclusion
  • 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.
  • 8. Ultra low latency positional tracking and low persistance:
  • 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)
  • 10. Field view and image synthesis:
  • 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.