SlideShare a Scribd company logo
So you want to build a Holodeck?
#OctaneRender #VR #AR
OTOY Inc.
March 2015
Holodeck – a 20th century take on VR
 Light field displays are coming, but…
 VR / AR will offer a cheaper and more immersive option to billions sooner
Holodeck – a 20th century take on VR
 OTOY’s mission: make digital holographic* content creation practical
*(Digital Hologram: 8D light field volume + depth +reflectance)
OCTANERENDER AND SPACE STATION 76
2
2.0
Displacement mapping
MOTION BLUR
2.0
Object Motion Blur
HAIR / FUR
2.0
Hair and Fur primitives
2.x
 Deformable object motion blur
 Render passes
 Ultra fast out of core CPU textures
2.2
 Oculus VR support – done right 
 That’s everything on our GTC’14 roadmap for 2.x
 Octane 2 – ready to replace CPU rendering in VFX?
 Yeah. Only one test I wanted to see us pass…
OCTANERENDER AND SPACE STATION 76
VR
 It’s an experiment – a bet on VR to push awareness
 Available to all between April to July on OTOY.com
 All the features of Octane 2.2 – NOT A DEMO version
 Free – even for commercial use 
 If it works – and we all want it to – we’ll keep it free
2015 / 2016
Roadmap
What’s next?
OCTANERENDER AND SPACE STATION 76
3
3
 Cloud Rendering 
3
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating Media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating Media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating Media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating Media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
Volumetric primitives:
 Clouds
 Snow
 Mist
 Gas
 Participating Media
 Procedural fractals!*
(* microfacet displacement for organic objects)
3
 OpenVDB native support for particles, smoke, fire:
3
 OpenSL shaders (huge!)
3
 OpenCL – Octane on CPUs, GPUs, FPGAs and ASICs
 Out of core rendering of geometry w/ CPU fallback
 FBX (bones/skinning) and PTEX supported natively
3.x
 Deep pixel rendering
 Live bridge between O3 plug-ins – e.g. Max -> Nuke
 Adobe Photoshop plug-in ships in O3 with live deep
pixel linking
 Texture baking (UV / volumetric) for Unreal and Unity
plug-ins. Supports SH, can be done live or offline
 Unlimited mesh size and infinite primitive count
3.x
 Raw lighting and albedo render passes
 Fine-grained reflection, shadow and illumination
casting controls per object or layer
 Fully configurable UI, transform gizmos and dockable
windows in O3 Standalone
 New 3rd party plugin APIs: C modules and portable
LLVM-based modules in ORBX packages / script nodes
3.x
 NEW: ORBX media files
 Based on ORBX scene format, but for output…
 Cached render data in the form of light fields, film
buffers
 Movie and audio textures including MP4 and HEVC
 Per node timelines
 Light field volume primitives
3.x
 ORBX media files support web and mobile viewing of
interactive content for HTML5, VR and AR
 Interactive scene baking to Web / VR / AR without any
game engine dependency
3.x
 Open and free alpha in June
 3.0 Release later this year (Q3)
 3.x updates continuing into 2016
OctaneRender ecosystem– 21+ plugins and counting
 PhotoShop
 NUKE
 Houdini
 AfterEffects
 MotionBuilder
 Unreal Engine
 Zbrush
Houdini
AfterEffects
Motionbuilder
Additional plugins coming from 3rd party developers
 Unity
 Bryce
 Hexagon 3D
 Blackmagic Fusion 360
OctaneRender Cloud (ORC)
OctaneRender Cloud (ORC)
 Unlimited fire and forget – all web based on orc.otoy.com
 Upload scenes on web, or from plug-ins, then render on the cloud
 Ideal for parallel workflows (i.e. animation, light field)
 Octane CE runs live on desktop.otoy.com for DCC cloud services on X.IO
ORBX -> Brigade
Dynamic noise free rendering of ORBX scenes from the cloud:
HAIR / FUR
Thank you!

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OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

  • 1. So you want to build a Holodeck? #OctaneRender #VR #AR OTOY Inc. March 2015
  • 2.
  • 3. Holodeck – a 20th century take on VR  Light field displays are coming, but…  VR / AR will offer a cheaper and more immersive option to billions sooner
  • 4.
  • 5. Holodeck – a 20th century take on VR  OTOY’s mission: make digital holographic* content creation practical *(Digital Hologram: 8D light field volume + depth +reflectance)
  • 6. OCTANERENDER AND SPACE STATION 76 2
  • 9. HAIR / FUR 2.0 Hair and Fur primitives
  • 10. 2.x  Deformable object motion blur  Render passes  Ultra fast out of core CPU textures
  • 11. 2.2  Oculus VR support – done right   That’s everything on our GTC’14 roadmap for 2.x  Octane 2 – ready to replace CPU rendering in VFX?  Yeah. Only one test I wanted to see us pass…
  • 12.
  • 13.
  • 14.
  • 15.
  • 17. VR  It’s an experiment – a bet on VR to push awareness  Available to all between April to July on OTOY.com  All the features of Octane 2.2 – NOT A DEMO version  Free – even for commercial use   If it works – and we all want it to – we’ll keep it free
  • 20. OCTANERENDER AND SPACE STATION 76 3
  • 22. 3
  • 23. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 24. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating Media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 25. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating Media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 26. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating Media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 27. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating Media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 28. 3 Volumetric primitives:  Clouds  Snow  Mist  Gas  Participating Media  Procedural fractals!* (* microfacet displacement for organic objects)
  • 29. 3  OpenVDB native support for particles, smoke, fire:
  • 31. 3  OpenCL – Octane on CPUs, GPUs, FPGAs and ASICs  Out of core rendering of geometry w/ CPU fallback  FBX (bones/skinning) and PTEX supported natively
  • 32. 3.x  Deep pixel rendering  Live bridge between O3 plug-ins – e.g. Max -> Nuke  Adobe Photoshop plug-in ships in O3 with live deep pixel linking  Texture baking (UV / volumetric) for Unreal and Unity plug-ins. Supports SH, can be done live or offline  Unlimited mesh size and infinite primitive count
  • 33. 3.x  Raw lighting and albedo render passes  Fine-grained reflection, shadow and illumination casting controls per object or layer  Fully configurable UI, transform gizmos and dockable windows in O3 Standalone  New 3rd party plugin APIs: C modules and portable LLVM-based modules in ORBX packages / script nodes
  • 34. 3.x  NEW: ORBX media files  Based on ORBX scene format, but for output…  Cached render data in the form of light fields, film buffers  Movie and audio textures including MP4 and HEVC  Per node timelines  Light field volume primitives
  • 35. 3.x  ORBX media files support web and mobile viewing of interactive content for HTML5, VR and AR  Interactive scene baking to Web / VR / AR without any game engine dependency
  • 36. 3.x  Open and free alpha in June  3.0 Release later this year (Q3)  3.x updates continuing into 2016
  • 37. OctaneRender ecosystem– 21+ plugins and counting  PhotoShop  NUKE  Houdini  AfterEffects  MotionBuilder  Unreal Engine  Zbrush
  • 41. Additional plugins coming from 3rd party developers  Unity  Bryce  Hexagon 3D  Blackmagic Fusion 360
  • 43. OctaneRender Cloud (ORC)  Unlimited fire and forget – all web based on orc.otoy.com  Upload scenes on web, or from plug-ins, then render on the cloud  Ideal for parallel workflows (i.e. animation, light field)  Octane CE runs live on desktop.otoy.com for DCC cloud services on X.IO
  • 45. Dynamic noise free rendering of ORBX scenes from the cloud: