The Overview of
VR solutions
-Rouyun Pan
VR HW Categories
• Head-Mounted Display (HMD):
– Integrated: A HMD with the screen integrated into the
unit
– With mobile device: A HMD using a third-party mobile
devices as screen.
• Controller:
– Head device/Glove/Body unit
– Treadmill/foot
– Haptic (touch feedback)
• 3D camera/audio
• End to End platform
• Misc.
The radar for VR HMD
Typical integrated VR HMD
Oculus Rift Sony
Project Morpheus
HTC Vive
ANTVR GAMEFACE LABS
Mark V
Avegant glyph
ImmersiON-Vrelia
Pro G1
Vivana Totem
Typical VR HMD with mobile device
Samsung GearVR Google Cardboard Durovis dive Sulon Cortex
Carl Zeiss
ZEISS VR ONE
Vrizzmo VrAse homido
Oculus Rift
• It funded via Kickstarter and snapped by Facebook
• It has a resolution of 960x1080 per eye, a 90 Hz
refresh rate, and a wide field of view
• The consumer edition is set to ship in Q1 2016, with
two wireless Oculus Touch controllers to allow hand
tracking, and Xbox One control pad compatibility.
• Price : $TBC
Microsoft HoloLens
• It's half virtual and half augmented reality. It merges
real world elements with virtual 'holographic' images.
• There's no connection to a PC – a full Win 10 system is
built into the headset and runs off a battery
• It uses Kinect-style tech to recognize gestures and voice
commands, and the headset has a 120 degree FOV.
• There's no word on a release date
• Price : $TBC
Sony Project Morpheus
• It is designed to be fully functional with the
PlayStation 4 and PlayStation Vita game systems.
• It is currently a prototype and Sony says it will be
released in the first half of 2016.
• It included an OLED 1920x1080 display in 120fps. It
features a high FOV, 6DOF head-tracking, LED
controller.
• Price : $TBC
HTC Vive
• It’s developed in co-production between HTC and Valve
Corporation. The Vive plugs into PCs and work with
Valve's mammoth gaming ecosystem
• It packs 70 sensors(9 DOF), 360 degree head-tracking
and offers a 90Hz refresh rate.
• It is operated in a 15 feet by 15 feet (4.5 by 4.5 meters)
tracking space "Lighthouse”.
• Price : $TBC
Samsung Gear VR
• The Gear VR is an Oculus Rift powered device that uses a
Samsung Galaxy smartphone (Note 4 or Galaxy S6) as its
processor and display.
• The Galaxy handset simply slots in front of the lenses, into
a Micro USB dock, and uses its Super AMOLED display as
your screen.
• It's already added a host of games and a whole
marketplace of VR video content called Milk VR, which is
available in the US
• Price : $199.99
The comparison for typical VR HMD
Dream Specs for VR HMD
• 10K+ resolution per eye
• 2 ms persistence of pixel on screen
• 20 ms latency of total time between motion to
photon
• 160 degree field of view
• 120 Hz refresh rate of stereo render
• 1 mm accuracy on head tracking for rotation
and position
The radar for VR Controller
Typical hand/glove/body controller
PrioVR
Razer Hydri Leap motionStem
Control VR
Magic wand
Typical treadmill/foot controller
Virtuix Omni
cyberith
virtualizer
Infinadeck
stompzvr
Leap Motion
• The Leap Motion controller is a small USB peripheral
device which is designed to be placed on a physical
desktop, facing upward.
• Using two monochromatic IR cameras and three infrared
LEDs, the device observes a roughly hemispherical area,
to a distance of about 1 meter (3.28084 feet).
• The LEDs generate pattern-less IR light and the cameras
capture almost 300 frames per second of reflected data
to analyze.
Virtuix Omni
• Virtuix launched a Kickstarter campaign in
June 2013 to raise money for manufacturing.
• The Omni is designed to accommodate a user
height ranging from (1.42 m – 1.95cm), and a
weight up to 285lbs (130kg)
• The Size are 47″x42″x27″, 160lbs.
• Price: $699
The radar for 3D Camera/Audio & Haptics
Typical Haptics controller
Kor-fx
Gaming vest
Tactical Haptics
Reactive Grip
Tesla suit iMotion
Typical 3D camera/audio
Matterport Giroptic
3Dio
JauntVRNokia Ozo
realspace
Kor-fx Gaming vest
• KOR-FX provide force feedback, and lets you
feel every movement, bullet, and explosion in
game.
• Price:$135
Nokia OZO
• It has a spherical design that is covered with eight
synchronized camera sensors capturing 3D video in a
span of 360-degrees
• Nokia OZO also has three microphones, and is able to
detect where a specific noise or sound is coming from.
• It can also be rendered within a short period of time
for instant preview, this is a critical advantage.
• Price: $TBC
Matterport
• The Matterport uses an array of 2D and 3D
sensors to quickly capture the appearance
and dimensions of a space.
• Price:$4500
The radar for end-to-end platform &
Misc.
The radar of VR solution
The race of AR & VR
What problems are left to solve?
• True natural input
• Body and eyes tracking
• Believable haptic
• Binaural audio production
• New kind of navigation and control
• Complete experiences with VR native OS
• VR story telling and design rules
• Performance
• Effective multi-user experience
• Social acceptance
The skill or software you may need
• Game engine
• Animation
• Modeling
• Oculus SDK
• Audio production
• Digital art
• Experience design
• 3D development
Some core software is ready & free
• Unity
• Unreal engine
• Valve Source project
References
• https://vrwiki.wikispaces.com/
• http://www.kzero.co.uk/blog/category/virtual-reality/
• http://www.roadtovr.com/
• http://www.wareable.com/headgear/the-best-ar-and-
vr-headsets
• https://developer.oculus.com/
• http://docs.unity3d.com/Manual/VROverview.html
• https://developer.valvesoftware.com/wiki/SDK_Docs
Q&A

The overview of VR solutions

  • 1.
    The Overview of VRsolutions -Rouyun Pan
  • 2.
    VR HW Categories •Head-Mounted Display (HMD): – Integrated: A HMD with the screen integrated into the unit – With mobile device: A HMD using a third-party mobile devices as screen. • Controller: – Head device/Glove/Body unit – Treadmill/foot – Haptic (touch feedback) • 3D camera/audio • End to End platform • Misc.
  • 3.
  • 4.
    Typical integrated VRHMD Oculus Rift Sony Project Morpheus HTC Vive ANTVR GAMEFACE LABS Mark V Avegant glyph ImmersiON-Vrelia Pro G1 Vivana Totem
  • 5.
    Typical VR HMDwith mobile device Samsung GearVR Google Cardboard Durovis dive Sulon Cortex Carl Zeiss ZEISS VR ONE Vrizzmo VrAse homido
  • 6.
    Oculus Rift • Itfunded via Kickstarter and snapped by Facebook • It has a resolution of 960x1080 per eye, a 90 Hz refresh rate, and a wide field of view • The consumer edition is set to ship in Q1 2016, with two wireless Oculus Touch controllers to allow hand tracking, and Xbox One control pad compatibility. • Price : $TBC
  • 7.
    Microsoft HoloLens • It'shalf virtual and half augmented reality. It merges real world elements with virtual 'holographic' images. • There's no connection to a PC – a full Win 10 system is built into the headset and runs off a battery • It uses Kinect-style tech to recognize gestures and voice commands, and the headset has a 120 degree FOV. • There's no word on a release date • Price : $TBC
  • 8.
    Sony Project Morpheus •It is designed to be fully functional with the PlayStation 4 and PlayStation Vita game systems. • It is currently a prototype and Sony says it will be released in the first half of 2016. • It included an OLED 1920x1080 display in 120fps. It features a high FOV, 6DOF head-tracking, LED controller. • Price : $TBC
  • 9.
    HTC Vive • It’sdeveloped in co-production between HTC and Valve Corporation. The Vive plugs into PCs and work with Valve's mammoth gaming ecosystem • It packs 70 sensors(9 DOF), 360 degree head-tracking and offers a 90Hz refresh rate. • It is operated in a 15 feet by 15 feet (4.5 by 4.5 meters) tracking space "Lighthouse”. • Price : $TBC
  • 10.
    Samsung Gear VR •The Gear VR is an Oculus Rift powered device that uses a Samsung Galaxy smartphone (Note 4 or Galaxy S6) as its processor and display. • The Galaxy handset simply slots in front of the lenses, into a Micro USB dock, and uses its Super AMOLED display as your screen. • It's already added a host of games and a whole marketplace of VR video content called Milk VR, which is available in the US • Price : $199.99
  • 11.
    The comparison fortypical VR HMD
  • 12.
    Dream Specs forVR HMD • 10K+ resolution per eye • 2 ms persistence of pixel on screen • 20 ms latency of total time between motion to photon • 160 degree field of view • 120 Hz refresh rate of stereo render • 1 mm accuracy on head tracking for rotation and position
  • 13.
    The radar forVR Controller
  • 14.
    Typical hand/glove/body controller PrioVR RazerHydri Leap motionStem Control VR Magic wand
  • 15.
    Typical treadmill/foot controller VirtuixOmni cyberith virtualizer Infinadeck stompzvr
  • 16.
    Leap Motion • TheLeap Motion controller is a small USB peripheral device which is designed to be placed on a physical desktop, facing upward. • Using two monochromatic IR cameras and three infrared LEDs, the device observes a roughly hemispherical area, to a distance of about 1 meter (3.28084 feet). • The LEDs generate pattern-less IR light and the cameras capture almost 300 frames per second of reflected data to analyze.
  • 17.
    Virtuix Omni • Virtuixlaunched a Kickstarter campaign in June 2013 to raise money for manufacturing. • The Omni is designed to accommodate a user height ranging from (1.42 m – 1.95cm), and a weight up to 285lbs (130kg) • The Size are 47″x42″x27″, 160lbs. • Price: $699
  • 18.
    The radar for3D Camera/Audio & Haptics
  • 19.
    Typical Haptics controller Kor-fx Gamingvest Tactical Haptics Reactive Grip Tesla suit iMotion
  • 20.
    Typical 3D camera/audio MatterportGiroptic 3Dio JauntVRNokia Ozo realspace
  • 21.
    Kor-fx Gaming vest •KOR-FX provide force feedback, and lets you feel every movement, bullet, and explosion in game. • Price:$135
  • 22.
    Nokia OZO • Ithas a spherical design that is covered with eight synchronized camera sensors capturing 3D video in a span of 360-degrees • Nokia OZO also has three microphones, and is able to detect where a specific noise or sound is coming from. • It can also be rendered within a short period of time for instant preview, this is a critical advantage. • Price: $TBC
  • 23.
    Matterport • The Matterportuses an array of 2D and 3D sensors to quickly capture the appearance and dimensions of a space. • Price:$4500
  • 24.
    The radar forend-to-end platform & Misc.
  • 25.
    The radar ofVR solution
  • 26.
    The race ofAR & VR
  • 27.
    What problems areleft to solve? • True natural input • Body and eyes tracking • Believable haptic • Binaural audio production • New kind of navigation and control • Complete experiences with VR native OS • VR story telling and design rules • Performance • Effective multi-user experience • Social acceptance
  • 28.
    The skill orsoftware you may need • Game engine • Animation • Modeling • Oculus SDK • Audio production • Digital art • Experience design • 3D development
  • 29.
    Some core softwareis ready & free • Unity • Unreal engine • Valve Source project
  • 30.
    References • https://vrwiki.wikispaces.com/ • http://www.kzero.co.uk/blog/category/virtual-reality/ •http://www.roadtovr.com/ • http://www.wareable.com/headgear/the-best-ar-and- vr-headsets • https://developer.oculus.com/ • http://docs.unity3d.com/Manual/VROverview.html • https://developer.valvesoftware.com/wiki/SDK_Docs
  • 31.