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Virtual Reality programming and designing issues

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Analysis of some problems that could arise when developing an application for VR with a current game engine (e.g. Unity3D)

Publié dans : Technologie
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Virtual Reality programming and designing issues

  1. 1. VIRTUAL REALITY
  2. 2. • Some interesting uses nowadays • VR correlated health issues and how to avoid/reduce them • Brief presentation of VR Parachuting • Problems encountered w.r.t.“canonical” videogames • Solutions adopted for performance improvement KEY POINTS
  3. 3. ARCHITECTURE
  4. 4. SURGERY
  5. 5. Headache Stomach awareness Nausea Sense of vomiting Disorientation CYBERSICKNESS
  6. 6. THE MAIN CAUSE • 3 semicircular canals filled with liquid • Head rotations around 3 axes move liquid inside them • Liquid pushes on cupula, which translates mechanical movements into electric signals
  7. 7. • Adequate resolution (> 1080p) • Low pixel persistence (< 3 ms) • High graphics refresh rate (> 60 Hz, 95 Hz adequate) • Tracking accuracy (< 1 mm translation, 0.25° orientation) • Low latency (< 25 ms) REQUIREMENTS • Wide field of view (> 80°)
  8. 8. Static objects into view • Virtual cockpit • Virtual nose TRICKS http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html
  9. 9. VR PARACHUTING I version II version
  10. 10. Transform = position, rotation, scale
  11. 11. REDUCING COMP LOAD
  12. 12. SPEEDTREES
  13. 13. PLAYING AREA terrain.party
  14. 14. PLAYING AREA
  15. 15. PLAYING AREA
  16. 16. PLAYING AREA
  17. 17. PLAYING AREA

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