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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Dr. Daniel Laby on Sports and Performance Vision

My guest is Dr. Daniel Laby, president of Sports Vision. We discuss the “sports vision pyramid”, the pathway from photons to sports decision making and how to improve it. We also discuss how these techniques may be applicable to driving and even to music.

Thomas Wagner on VR Roller Coasters

My guest Thomas Wagner, CEO of VR Coaster. VR Coaster’s technology helps park operators convert traditional roller coasters into VR Coasters. Thomas and I discuss lessons learned from dozens of VR rides installed around the world.

David Oh on wide-field augmented reality in the enterprise

My guest is David Oh, head of developer relations at Meta. We talk about wide-field AR, monitor replacements, collaboration in AR and much more.

Kevin Williams on new trends in out-of-home VR

My guest today is Kevin Williams of KWP Consulting. Interview transcript appears below the media player. This episode was recorded on Sep 5th, 2017. Kevin and I have spoken 18 months ago on the out-of-home VR industry and this is an opportunity to cover a lot of the new trends that have developed since

Conversation with Jason Jerald, Principal Consultant at NextGen Interactions

Jason and I talk about VR sickness, precision input, and design tradeoffs in VR interactions.

Conversation with Nick Whiting, Technical Director at Epic Games

Nick and I talk about Robo Recall, the unique challenges of VR and AR for game engines, what Epic learned from enterprise customers and much more

Conversation with Neil Trevett, VP at NVIDIA and President of the Khronos Group

Recorded on June 22, 2017, Neil and I talk about VR/AR standards, overlapping standards organizations and what’s the best way for companies to get involved.

How Does Eye Tracking Work?

Eye tracking could become a standard peripheral in VR/AR headsets. Tracking gaze direction can deliver many benefits. But how does it work?

Understanding Relative Illumination

Relative illumination in the context of optical design is the phenomena of image roll-off (e.g. reduction) towards the edge of an eyepiece. This manifests in an image that is brighter at the center of eyepiece relative to the edge of the eyepiece.

Conversation with Wanda Meloni, CEO and Principal Analyst at M2 Advisory

Recorded on January 30th, 2017, Wanda and I talk about current market trends, verticals that can see early success in VR and the “million dollar question”: how to make money in VR.

Conversation with Tero Sarkkinen, CEO of Basmark

Recorded in Nov 2016, Tero and I talk about performance benchmarking for VR

Conversation with Nonny de la Pena, co-founder of Emblematic Group

Recorded in Aug 2016, Nonny and I talk about the technology, the ethics and the future of immersive journalism

Key parameters for optical design

A collection of some important parameters to consider, when focusing in optical systems for VR.

Conversation with Dio Gonzalez, Principal Software Engineer at Unity Labs

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.

Conversation with Shaun Williams, CEO of MAG Studios on VR game design

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.

Conversation with Matt Peckham, video game critic for TIME

Recorded in June 2016, Matt and I talk about when VR games are preferred to non-VR games, about platform exclusivity, and much more.

The Three Common Eye Tracker Configurations

Eye tracking could become a critical sensor in HMDs. This post describes the three typical ways to add eye tracking to HMDs

Conversation with Tim Ruse, CEO of Zero Latency on free-roam VR

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

Conversation with Jens Christensen, former CEO of JauntVR on 360 and 3D video in VR

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.

Conversation with Prof. Russel Taylor, formerly of UNC

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.

Understanding pixel density and eye-limiting resolution

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

Conversation with Dr. Christian Lange, CSO of Ergoneers

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.

How binocular overlap impacts horizontal field of view

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.

Conversation with Bernadette Jiwa, best-selling marketing expert

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.

Conversation with Greg Merril, CEO of Yost Labs

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.

Conversation with Anush Elangovan, CEO and Founder of Nod Labs.

Recorded in April, 2016 Anush and I talk about understanding human intent through gestures and the evolution of hand controls for VR

Understanding Predictive Tracking

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.

Converting TV screen size to goggle field of view

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.

Conversation with Jason Perlow, ZDNet

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.

Conversation with Adi Robertson, The Verge

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 diagonal field of view into horizontal and vertical fields

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.

Conversation with Layla Mah, CEO of InsightfulVR

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.

Conversation with Sam Rosen, ABI Research

Recorded in March 2016, Sam and I discuss mid-range pricing for VR, how enterprises might use AR in customer-facing activities and more.

Understanding Foveated Rendering

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.

Conversation with Francesco Radicati, Ovum

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

Time-warp explained

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

A technical introduction to OSVR

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.

Building emulated equipment - what we do and how we do it?

"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.

Conversation with J.P. Gownder, Forrester Research

Recorded in Mar '16, J.P. and I discuss the Crossover Between Enterprise and Consumer Markets and many other topics

Using OSVR to support practically any device or peripheral in your VR/AR experience

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 promise and perils of Fresnel lenses

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?

Conversation with Paul Travers, CEO of Vuzix

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.

Conversation with Kevin Williams of KWP consulting

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.

Conversation with Ben Lang, co-founder and Executive Editor of RoadToVR

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.

What you need to know about head trackers

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

An overview of positional tracking technologies

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

“Outside-in” vs “inside-out” positional tracking

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.

What is binocular overlap and why should you care?

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

Overcoming optical distortion

Here we discuss ways to correct or overcome distortion

How things work: the dual-element optics of the OSVR HDK

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.

Can the GPU compensate for all optical aberrations?

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?

What is geometric distortion and why should you care?

Geometric distortion is a common and important type of optical distortion that occurs in VR goggles as well as in other optical systems. In this post we will discuss the types of geometric distortion and ways to measure the distortion.