We’ve learned a lot by building VR products for over a decade, and are glad to share insights, tutorials as well as perspectives from other experts.
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Recorded in Nov 2016, Tero and I talk about performance benchmarking for VR
Recorded in Aug 2016, Nonny and I talk about the technology, the ethics and the future of immersive journalism
A collection of some important parameters to consider, when focusing in optical systems for VR.
Recorded in July 2016, Dio and I talk about selecting game engines for VR, about the type of companies that will drive innovation, in-VR editors and much more.
Recorded in June 2016, Shaun and I talk about what it takes to design and create a game for VR, controls and gameplay in VR, exclusivity and much more.
Recorded in June 2016, Matt and I talk about when VR games are preferred to non-VR games, about platform exclusivity, and much more.
Eye tracking could become a critical sensor in HMDs. This post describes the three typical ways to add eye tracking to HMDs
Recorded In June 2016, Tim and I talk about how out-of-home VR is different from culture to culture, about whether vendors need to be vertically integrated – e.g. develop most items themselves, about how gamers react to out-of-home VR in a different way than non-gamers
Recorded in June, 2016, Jens and I talk about the differences between consumer and professional 3D/360 degree cameras, where value is and will be in the video workflow, lessons he has learned from non-VR markets and more.
Recorded in June 2016, Russ and I talk about the evolution of open source frameworks for VR – starting from the very early days, to VRPN some 20 years ago up to modern frameworks such as OSVR.
If the human eye was a digital camera, it’s “data sheet” would say that it has a of 60 pixels/degree at the fovea. This post discusses how close current HMDs are to eye-limiting resolution
Recorded in May 2016, Christian and I talk about why eye trackers are so expensive, about why they are difficult to build. He tells about some of the coolest applications he saw as shares his thoughts on the future of eye tracking.
In a previous post, we discussed binocular overlap which increases overall horizontal (and diagonal) field of view. HMD manufacturers sometimes create partially overlapped systems. The following tables provide a useful reference to see how to percent of binocular overlap impacts the horizontal (and thus also the diagonal) field of view.
Recorded in May 2016, Bernadette and I talk about the opportunities and risks for using VR in marketing campaigns as well as the about perfecting the complete VR experience.
Recorded in April 2016, Greg and I talk about the complexities in building single and full-body sensor systems, on whether these sensors will be embedded in regular garments and much more.
Recorded in April, 2016 Anush and I talk about understanding human intent through gestures and the evolution of hand controls for VR
Predictive tracking refers to the process of predicting the future orientation and/or position of an object or body part. This post explains key motivations and practical considerations.
Many consumer goggle vendors like to market the visual experience of using their goggles by mentioning an equivalent TV viewing experience. This post shows how to make these conversions.
Recorded in April 2016, Jason and I talk about a wide range of topics from the social impact of VR, VR for non-Windows systems, VR on the cloud and more.
Recorded in March 2016, Adi and I talk about the next hurdle to conquer in VR experiences, about low-, medium- and high-end VR, about the impact of Google Glass on the development of augmented reality solutions and much more.
Converting from diagonal to horizontal and vertical field of view is useful in configuring rendering correctly. The conversion depends on the aspect ratio of the screen (ratio between width and height). This note explains the process.
Recorded in March 2016, Layla and I discuss what GPUs can do and cannot do with video, audio and haptics. We talk about the evolution of the graphics architecture, VR standards for rendering and more.
Recorded in March 2016, Sam and I discuss mid-range pricing for VR, how enterprises might use AR in customer-facing activities and more.
Foveated rendering is a rendering technique that takes advantage of the fact that that the resolution of the eye is highest in the fovea (the central vision area) and lower in the peripheral areas.
Recorded in March 2016, Francecso and I discuss form factors for mobile VR, where VR will be used at home, the parallels between Web, Mobile and VR and more
In the context of virtual reality, time warp is a technique to reduce the apparent latency between head movement and the the corresponding image that appears inside an HMD. This post explains the finer details behind time-wrap
OSVR is an open-source software platform for VR/AR applications. It provides an easy and standardized way to discover, configure and operate hundreds of devices: VR goggles, position trackers, depth cameras, game controllers and more. This white paper provides a high-level overview of the motivation behind OSVR, its structure and key attributes.
"The truth is that I never thought we’d be making emulated military equipment: binoculars, rifle sights, and so forth." says Yuval Boger, our CEO. Read how we got started and, more importantly, learn about the process we go through to build new models.
Recorded in Mar '16, J.P. and I discuss the Crossover Between Enterprise and Consumer Markets and many other topics
The OSVR software framework provides a set of high-performance rendering and device abstraction services that allow AR/VR apps to achieve nearly-universal HMD, peripherals and operating system support
The use of Fresnel lenses in optical systems VR goggles is not new, but has attracted additional attention in the past year. What are Fresnel lenses and what’s good and not-so-good about using them?
Recorded Feb '16. Paul and I discuss the evolution of AR and VR headsets in both the enterprise and consumer worlds. In thijs comprehensive discussion, we talk about optical technologies and what it would take to achieve mass AR adoption, about whether wider field of view is always better and many other topics.
Recorded Jan '16. Kevin and I discuss using virtual reality technology for digital out of the home entertainment such as theme parks. Can consumer HMDs be used for commercial uses? Are there special requirements? Are there existing installations of public VR and much more.
Recorded Dec '15. Among other topics, Ben and I discuss what he expects to see in CES 2016, what’s the next thing that is holding VR back and the range of VR price points.
In this post, we will cover useful information about motion trackers in the context of head-mounted displays: how they work, what features are important, and what you want to think about when integrating them
Positional tracking is very important towards achieving immersion and presence in virtual reality. Whether it is the head, arms, fingers or objects (such as a weapon), positional tracking can deliver multiple benefits. In this post, we explore various tracking technologies
Optical positional tracking for goggles uses a camera (or cameras) and a known set of markers to determine the position of the camera relative to the markers. This post compares two approaches – inside-out vs. outside-in – for positional tracking.
Binocular overlap refers to the visible overlapping portion between the two eyes of a stereoscopic vision system. In other words, it describes how much of the viewed scene can be seen by both eyes as opposed to by just one of the eye
When the OSVR HDK was unveiled, one aspect that received a lot of positive reviews was the quality of the optics – clear to the edges, no pre-distortion required. Let me explain how Sensics designed it.
As faster Graphics Processing Units (GPUs) become available, graphics cards can perform real-time image transformations were required custom-designed hardware. Can these GPUs overcome the important optical aberrations, allowing HMD vendors to use simple, low-cost optics?