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VIRTUAL REALITY
• Some interesting uses nowadays
• VR correlated health issues and how to avoid/reduce them
• Brief presentation of VR Par...
ARCHITECTURE
SURGERY
Headache
Stomach awareness
Nausea
Sense of vomiting
Disorientation
CYBERSICKNESS
THE MAIN CAUSE
• 3 semicircular canals
filled with liquid
• Head rotations
around 3 axes move
liquid inside them
• Liquid p...
• Adequate resolution (> 1080p)
• Low pixel persistence (< 3 ms)
• High graphics refresh rate (> 60 Hz, 95 Hz adequate)
• ...
Static objects into view
• Virtual cockpit
• Virtual nose
TRICKS
http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-n...
VR PARACHUTING
I version
II version
Transform = position, rotation, scale
REDUCING COMP LOAD
SPEEDTREES
PLAYING AREA
terrain.party
PLAYING AREA
PLAYING AREA
PLAYING AREA
PLAYING AREA
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
Virtual Reality programming and designing issues
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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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