Apple Mum on AR/VR for iPhone 7, but Here’s How We Know They’re Still Working on It

Yesterday Apple held a keynote presentation to update the world on their latest products. While the company didn’t have any announcements on the AR/VR front, it’s clear that it’s only a matter of time before they enter the fray.

It’s too early for Apple to jump into the AR/VR game. That much was made clear on stage at the company’s latest keynote where they revealed the iPhone 7 and the Apple Watch Series 2. As an electronics company, Apple’s general strategy seems to be to wait until a market is well established before joining it, then attempt to create an Apple-idealized product for that market. Given the size of the AR/VR market today, and its practical applications for a broad groups of users, it’s too early for the company to execute that plan.

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No that’s (sadly) not a stereo camera on the iPhone 7

But that doesn’t mean Apple isn’t actively engaged in AR/VR research and development. In fact, over the last few years the company has been bulking up its expertise in the field, and likely now has a sizeable operation dedicated to exploring the potential applications as applied to its product portfolio. Here’s how we know.

Hiring

It was as far back as 2014 that we spotted apple hiring an ‘App Engineer’ who would “create high performance apps that integrate with Virtual Reality systems for prototyping and user testing.” Not a month later and the company was seeking four additional hires with immersive tech talent, including a ‘VR/AR Programmer’.

Then there was Apple’s hiring of Doug Bowman, Director of the Center for Human-Computer Interaction at Virginia Tech, and an influential figure in the world of virtual reality academia.

Patents

apple virtual reality hmd head mounted display vr headset patent

Apple is infamous for its patent strategy and you shouldn’t be surprised to find that they’re well into it in the AR/VR space. In fact, Apple’s patents in this field tell us that the company has been thinking about immersive wearables for a long time; patents filed at least as far back as 2007 show a device that looks much like the VR headsets we see today. Apple has a number of head mounted display patents, including one which shows a headset that would dock with a mobile device, and another for an augmented reality display.

Acquisitions

oculus touch apple marketing
See Also: 3 Moves Oculus is Borrowing from Apple’s Marketing Playbook

Starting with Apple’s purchase of augmented reality firm Metaio in 2015, the company has made a string of AR and computer-vision related acquisitions; Faceshift (marker-less facial mapping and animation), Emotient (facial expression recognition & analysis), and Flyby Media (large-scale SLAM, indoor navigation, sensor fusion, image recognition, and 3D tracking) have all been snatched up in the last 8 months, further bolstering Apple’s AR/VR talent pool and patent portfolio.

Competition

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What do you do when your biggest competitors—who also happen to be among the largest tech companies in the world—are all working on AR/VR tech? Well, you better get there too. If AR and VR catch on, the products with those features are the ones that customers will choose.

Apple has watched over the last few years as the likes of Samsung, Google, Facebook, Microsoft, Amazon, Intel, Qualcomm, and more have made initiatives in the immersive technology space into significant parts of their forward-looking strategy.


It’s early but the evidence is clear, Apple is hard at work developing practical applications for AR/VR tech, and, as long as the market develops into something significant, you can bet they will be making a splash in the space in the near future.

The post Apple Mum on AR/VR for iPhone 7, but Here’s How We Know They’re Still Working on It appeared first on Road to VR.

High Res Intel Project Alloy Photos Glimpse IPD Adjustment, Sensors, and More

Since announcing Project Alloy, a self-contained VR headset reference platform built with RealSense technology, Intel has released high resolution renders of the device providing an up close view of ports, buttons, and sensors.

Intel announced Project Alloy last month as an “open hardware platform,” a reference device which could form the basis of headsets created by other headset makers.

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See Also: Qualcomm’s New VR Headset Could the Reference Platform We’ve Been Waiting For

Project Alloy is self-contained, meaning all the computing power and battery is onboard, eliminating the need for a docked smartphone or a tethered connection to a computer. Intel has been tight-lipped about the technical specifications, but we have been able to confirm that it’s running a “PC-class” 6th-generation Intel Core processor. The headset is equipped with RealSense technology (Intel’s computer-vision platform), and we can see that the front of the headset is covered in no less than 10 sensors; Intel says this will enable the headset to do wide area inside-out positional tracking and gesture input.

Further around the headset we can see an IPD adjustment dial on the bottom near what appear to be two USB-C ports. On the side we find two buttons (labeled C1 and C2) next to a volume rocker, with what looks to be a 3.5mm headphone port below. The back of the headset has a purple switch which is presumably power (as the battery is likely to be mounted in the large rear compartment). Another unidentified circular port appears on the top right of the headset (looking similar to the 3.5mm jack on the side).

Photo courtesy Intel Corporation Photo courtesy Intel Corporation

The renders don’t give us a good view of the left side of the headset, but on-stage photos from the announcement appear to show a USB 3.0 port, and possibly a video-out port (maybe micro-HDMI) underneath a cover.

Intel says Project Alloy will launch in the second half of 2017; given the long lead time, we expect the headset may continue to evolve until its release date. There’s no word on what the cost will be or if the headset will be openly available for purchase as a development-kit or restricted to select partners.

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Oculus Warns Users Not to Use Note 7 in Gear VR Headset Amid Exploding Phone Recall

Amid a global recall for the newly launched Note 7 due to exploding battery issues, Oculus warns that users should not use the device in the Gear VR headset prior to getting it replaced.

Following official confirmation of the defect by Samsung, which says a battery issue has led to 35 reported cases of Note 7 combustion, Oculus has tweeted a warning to Gear VR users:

While some reports of the combusting Note 7 have led to property damage, having a potentially dangerous phone mounted on your face is certainly a bigger safety (and legal) matter.

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See Also: 3 Important Warnings for New Gear VR Users

Samsung has begun a global recall for the phone, also saying they have stopped all sales of the phone as of September 2nd. The company has launched an exchange program for those who purchased the phone, providing the option to have the unit replaced or exchanged for another Samsung smartphone (including accessories). Samsung also says they’ll pay the price difference between exchanged phones. Bloomberg estimates the recall could cost the company as much as $1 billion.

Samsung, who collaborated with Oculus on the Gear VR headset, launched the latest version of the headset alongside the Note 7 last month. The new 2016 Gear VR headset supports the Note 7 and its new USB-C connector. The headset is also backwards compatible with all Samsung smartphones supported by the 2015 Gear VR headset thanks to a handy included adapter which swaps USB-C for MicroUSB. The new headset also features some subtle improvements over the previous model like a slightly improved field of view.

While the 2016 Gear VR runs $100, the 2015 model just dropped in price down to $60.

The post Oculus Warns Users Not to Use Note 7 in Gear VR Headset Amid Exploding Phone Recall appeared first on Road to VR.

‘Until Dawn: Rush of Blood’ Trailer & Developer Video Glimpses PSVR Gameplay

Until Dawn: Rush of Blood is a literal ‘rail shooter’ for PlayStation VR.

Launching soon for PlayStation VR, Until Dawn: Rush of Blood puts players on a horror ride rollercoaster with guns in their hands. A new developer video and trailer shows some of the gameplay players can expect.

Photo courtesy Supermassive Games / Sony
Photo courtesy Supermassive Games / Sony

The PSVR gameplay recalls classic rail shooters like The House of the Dead series, except now players are fully immersive in the frightening horror show thanks to virtual reality. The developers of Rush of Blood have taken advantage of this fact and it appears they’ve added dodging mechanics to some sections of the gameplay, requiring that players physically dodge out of the way of obstacles with their heads.

The game has players moving through the level as though they’re sitting on a rollercoaster. Rollercoasters in VR were popular in the early days of Rift development kits, before it became apparent that they tended to make people dizzy. Until Dawn: Rush of Blood Executive Producer Simon Harris says that the development team spent a lot of time finding out how to make rollercoasters in VR work well so that they don’t cause nausea. We’ll have to wait and see how well they managed to pull that off, but we will say that we’ve seen PSVR experiences like PlayStation VR Worlds: Street Luge which seemed like they would clearly make someone dizzy but surprisingly managed not to.

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Photo courtesy Supermassive Games / Sony

Aside from shooting enemies and dodging, it looks also like there will be obstacles which block the player’s path forward which will need to be blasted out of the way before the player crashes into them.

Sony’s PlayStation VR headset launches on October 13th.

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These Tiny Sensors Will Let You Build Lighthouse Tracked Headsets and Peripherals

With Valve’s move to open up its Lighthouse tracking technology to third parties, Triad Semiconductor is soon to be selling specialized chips which companies can use to create new VR headsets and peripherals with SteamVR Tracking.

Image Courtesy Doc-OK.org
See Also: Analysis of Valve’s ‘Lighthouse’ Tracking System Reveals Accuracy

Last month Valve finally made the first big step in opening the Lighthouse tracking technology for third-party licensing. Lighthouse is the tracking system used in the HTC Vive headset; using two sensors (‘basestations’) placed at the corners of the tracked space and an array of sensors on the headset and controllers, the system allows for ‘room-scale’ tracking that’s fast and precise enough for virtual reality. Valve said they would license the tech to anyone for free and that it would not require that third parties seek its approval before using the technology.

Rendering of Valve's SteamVR Tracking 'Licensee Dev Kit' tracked reference object
Rendering of Valve’s SteamVR Tracking ‘Licensee Dev Kit’ tracked reference object

Valve created a ‘Licensee Dev Kit’ for SteamVR Tracking which includes a Lighthouse tracking reference device, along with sensors and boards to help companies start building new Steam VR Tracking enabled headsets and peripherals.

For those starting from scratch, Triad Semiconductor, a US firm which specializes in creating custom analog and mixed signal integrated circuits, is soon to be selling Valve-approved chips which form the foundation of the sensor array needed for SteamVR Tracking.

triad-ts3633

The appealingly-named TS3633 is a tiny ‘light-to-digital’ integrated circuit which takes input signals from a photodiode (like the small sensors seen scattered across the HTC Vive headset) and converts them into useful data for processing by the SteamVR Tracking algorithms.

Triad’s VP Marketing & Sales, Reid Wender, told me that Valve architected, approved, and certified the chip as SteamVR Tracking’s light-to-digital solution.

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See Also: Former Oculus VP of Engineering Demonstrates Long Range VR Tracking System

“This chip is Valve’s idea. The team at Valve worked with Triad to define the functionality of this chip. The Valve team consists of an incredible group of algorithmic-genius-makers. I use that weird term because the guys at Valve don’t just sit around thinking up cool product ideas and algorithms but they also immediately start hacking/making the ideas into reality on their bench-top,” he said. “Valve has an awesome vision of making SteamVR Tracking available to the world for a wide variety of precision tracking applications from room-scale virtual reality to embedded robotics control.”

Wender says that Triad is the first company to create an integrated circuit like the TS3633 for SteamVR Tracking, and that the company plans to begin selling it later this month.

In quantities of as little as 50 the part runs $0.92, and once you bump up to an order of 1,000 units the cost comes down to $0.49. A SteamVR tracked headset might have 32 sensors on it, meaning the chip would add about $15.68 to the bill of materials. Granted, you still need photodiodes and a few more components for each sensor, and that’s before considering other materials and components in the headset or peripheral.

triad-ts3633-cm1

A tiny integrated circuit like the TS3633 alone isn’t very easy to work with, at least as a starting point. So Triad is also creating the TS3633-CM1 which is a castellated module containing the TS3633, photodiode, and resistors, forming a complete SteamVR Tracking sensor for easy prototyping. The CM1 runs a steeper $6.95 each in quantities of 10, but it’s just a prototyping module rather than a finished product component. Triad says the CM1 will also become available later this month.

SteamVR System Diagram

Wender gave a high-level overview of the structure of a Lighthouse tracked object:

  1. A number of Light to Digital Sensors (Photodiode + TS3633). Typical tracked objects have between 20 to 32 such sensors. Smaller numbers of sensors can be used for more ‘casual’ tracking applications.
  2. A digital function block to aggregate the envelope signals from each TS3633. Current systems use an FPGA that can accept up to 32 such sensor inputs.
  3. An IMU. The location information from the IMU gets fused with the light-to-digital angle information.
  4. A microprocessor to take the data from the FPGA and IMU, form packets and then send the information to a Host Processor (currently a Windows PC or Linux PC) over a USB or proprietary 2.4GHz link.
  5. A Host Processor running SteamVR software to serve as the “position engine.” The position engine computes the position and the orientation of tracked object.
lighthouse-schematic
See Also: Valve’s Lighthouse Base Station in Action, Inner Workings Explained

Wender acknowledges that at this stage, creating a new device for SteamVR Tracking is still fairly complicated and accessible to many beyond engineers. With that, he says that Triad is working to create a more hacker/maker friendly approach for “simple tracked objects.” He teased that we’d hear more about this in the near future, but I suspect he may be hinting about a self-contained SteamVR tracking module which could be affixed to arbitrary objects for easy tracking.

It’s only been a month or so since Valve opened their SteamVR Tracking technology to third-parties; given that short time, we expectantly have yet to see any products with the tech hit the market, but Triad’s new chip offerings will likely accelerate things going forward.

The post These Tiny Sensors Will Let You Build Lighthouse Tracked Headsets and Peripherals appeared first on Road to VR.

Samsung Gear VR 2015 Model Now $60

If you’ve got a compatible Samsung phone, here’s a deal worth considering: the 2015 Gear VR headset can be bought brand new for $60.

Launched last year as the first ‘consumer’ version of the Gear VR headset, the 2015 model is still a perfectly viable choice compared to the 2016 Gear VR model released last month, provided you’ve got one of the compatible Samsung smartphones: Note 5, S6 Edge+, S6, S6 Edge, S7, and S7 Edge. See all Gear VR headset models and phone compatibility here.

ritchie gear vr
See Also: New and Improved 2016 Samsung Gear VR vs. 2015 Model

Amazon now has the 2015 Gear VR headset for sale for $60, also part of Amazon Prime, so if you don’t want to wait (and you’re a Prime member), you’ll be able to take advantage of free two day shipping.

The Gear VR headset, which distributes games and apps through the Oculus Home platform, has led the way in mobile VR performance and content since its introduction. Samsung launched the latest model, which sells for $100, last month, and is compatible with all the smartphones of the prior model, including the new Galaxy Note 7. Meanwhile, Google is set to introduce Daydream, a VR platform which the company says will be competitive with Gear VR, this fall.

The post Samsung Gear VR 2015 Model Now $60 appeared first on Road to VR.

Hands-on: New and Improved 2016 Samsung Gear VR vs. 2015 Model

Announced alongside the new Galaxy Note 7 smartphone last month, the 2016 Gear VR headset is new and improved, with thoughtful backward compatibility with prior Gear VR phones. Our pal Ritchie Djamhur explores the differences compared to the 2015 model.

Comparing the 2016 Gear VR to the 2015 version, Ritchie highlights notable improvements in the video above.

For one, the lenses are noticeably wider in the new model, translating to an improved 101 degree field of view compared to 96 degrees of prior models. While not a huge upgrade, Ritchie says the increase is definitely noticeable.

samsung gear vr galaxy note 7 smr323 (8)

Also on the vision front, the perplexing white inside (around the lenses) of the old model has been replaced with black. Formerly with the white, it was easy to notice in your peripheral vision due to increased light reflection, only serving to highlight the tight field of view of the headset. The black backing of the new model is less distracting and compounds with the improved field of view.

No adapter connected MicroUSB adapter USB-C adapter

Ritchie also shows how the USB-C and MicroUSB adapters work to make the headset compatible with the widest range of Samsung phones yet: the Note 5, S6 Edge+, S6, S6 Edge, S7, S7 Edge, and Note 7. Just snap the USB-C tip off and slap on the included MicroUSB adapter depending upon your phone. For the phones of varying sizes, you can slide the connector forward or backward for a secure fit. Samsung also thoughtfully included a USB-C to MicroUSB adapter for the charging port on the bottom of the headset in case you need to keep your phone juiced for extended VR sessions. See our full list of Gear VR phone compatibility for all Gear VR models.

google-cardboard gearvr
See Also: ‘Cardboard Enabler’ Opens Google’s VR Library to Gear VR, No Root Required

One thing that still feels missing from the new Gear VR, Ritchie says, is an IPD adjustment to change the distance between the lenses and a lens-to-eye adjustment to maximize field of view and make more room for glasses wearers.

The 2016 Gear VR runs $100 and remains a well-priced add-on for anyone that already owns one of the compatible Samsung phones.

The post Hands-on: New and Improved 2016 Samsung Gear VR vs. 2015 Model appeared first on Road to VR.

Exemplar 2 VR PC Now Available, Save $100 Through Labor Day

Today marks the launch of Exemplar 2, the second generation of our high-end VR gaming PC designed for those who want to push the limits of immersion. Exemplar 2 Ultimate is Road to VR’s internal test bench for VR reviews and benchmarking.

Available for purchase starting today, Exemplar 2 features NVIDIA’s next-generation VR Ready GPU series, an enhanced design & layout, and new liquid cooling, giving enthusiasts the performance to push VR rendering quality to its limits. We’re extending the $100 pre-order discount to all systems sold through Labor Day (September 5th).

Save $100 on Exemplar 2
Discount automatically applied in cart

In 2015, AVADirect and Road to VR teamed up to create Exemplar, our top-end system designed to push virtual reality experiences above and beyond what’s possible with systems built to lesser recommended VR specifications. Road to VR worked directly with AVADirect to create a system capable of handling the most demanding virtual reality experiences. Exemplar 2 raises the bar, with major leaps in VR performance and power efficiency, ensuring that gamers are using the latest and greatest hardware for the best virtual reality experience.

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“VR is moving incredibly fast. Thanks to Road to VR’s market expertise, we’re able to anticipate the needs of virtual reality enthusiasts and ensure that Exemplar 2 checks the most important boxes for a high-end VR experience,” said Travis Bortz, Vice President of Business Development at AVADirect.

High-end VR Reference Point

Succeeding the original system, Exemplar 2 Ultimate is the test platform used by Road to VR for benchmarks and reviews of virtual reality experiences and hardware. With published test results done against an identical platform, gamers have peace of mind knowing exactly what the system is capable of when it comes to real world virtual reality performance.

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Road to VR is committed to ensuring that key performance tests and benchmarks also continue to be measured using the original Exemplar Ultimate, fulfilling our mission to give customers a 1:1 match between our real-world measurements and what they can experience on their own Exemplar system.

Next Generation Performance

A comfortable VR experience needs to be powered by a machine capable of rendering virtual scenes at a whopping 2160×1200 resolution in stereoscopic 3D at 90 FPS. If your PC isn’t up to the task, you’ll experience choppy and possibly dizzying performance. But just meeting the minimum bar for smooth gameplay won’t result in the best experience.

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For that, you need to go above and beyond minimum recommended specs, with ample power to render the sharpest possible image while maintaining that critical framerate.
Exemplar 2 Ultimate brings up to 3x more VR performance, opening the door for enthusiasts to use techniques like supersampling to greatly enhance image quality through the headset. In some cases, supersampling can so greatly sharpen the virtual view that you might swear you bought a new VR headset with a higher resolution screen.(See Road to VR’s guides to supersampling on the HTC Vive and Oculus Rift.)

Design

Exemplar 2 is based on the latest NVIDIA 10-series GPUs with next-generation Pascal architecture and support for VRWorks, a suite of VR performance-enhancing rendering technologies.

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As with the original Exemplar, we’ve future-proofed Exemplar 2 with the SLI-capable Z170 motherboard for enthusiasts who want to boost performance by running two GPUs in tandem. A new liquid cooling system keeps the Intel Core i7-6700K CPU running optimally while saving enough space for improved airflow and a slimmer case.

See Also: NVIDIA GTX 1080 Performance Review: Head to Head Against the 980 Ti
See Also: NVIDIA GTX 1080 Performance Review: Head to Head Against the 980 Ti

To top it off, all Exemplar 2 systems come standard with AVADirect’s extensive Silver Warranty Package: 3 Year Limited Parts, 3 Year Labor Warranty, & LIFETIME Technical Support.

“With systems built and supported in the USA, AVADirect’s reputation for quality is well earned. We know enthusiasts are making a significant investment when it comes to a high-end VR system, and we continue to trust AVA to deliver premier craftsmanship, reliability, and quality support,” said Paul James, Chief Technical Officer at Road to VR.

Available Today, Save $100 Through September 5th

Exemplar 2 and Exemplar 2 Ultimate are available today starting at $1,669 and $2,499 respectively; save an additional $100 through September 5th (discount applied automatically in cart).

The post Exemplar 2 VR PC Now Available, Save $100 Through Labor Day appeared first on Road to VR.

Oculus Affirms Commitment to Gamepad Input As Touch Launch Nears, “we don’t believe gamepads are going away”

While Oculus has been drumming up its soon to launch Touch VR controller for many months now, the company doesn’t expect motion input to supersede the gamepad gameplay that Rift users are using today.

The introduction of an Xbox One gamepad as the default input device for the Oculus Rift at launch came as a surprise to many, especially given prior comments from the company’s founder singling out the gamepad as a poor choice for VR input. Meanwhile, the HTC Vive, which launched with motion controls in the box, has garnered praise for its immersive input. Combined with Oculus’ announcement of Touch all the way back in 2015, Rift users have been very eager to get their hands into virtual reality. But that doesn’t mean VR titles designed for gamepads will go the wayside, says Oculus.

See Also: Latest Version of Touch has Better Tracking & Longer Range, Says Oculus
See Also: Latest Version of Touch has Better Tracking & Longer Range, Says Oculus

Speaking with Road to VR at Gamescom 2016 last month, Jason Rubin, Head of Content at Oculus said that the company doesn’t expect gamepads to disappear from VR once Touch controllers hits the market.

“…we’re really strong proponents of the gamepad. We think there are some types of games that play incredibly well with gamepads, and we don’t believe gamepads are going away,” Rubin said. “There are developers that want us to continue shipping a gamepad [in the box with the Oculus Rift headset]. Whether or not we continue forever or just a small amount of time is undecided and unannounced, but gamepads have a valid place in the ecosystem.”

Rubin pointed to the apparent success of gamepad-only titles found on the Oculus Home platform, and says he remains skeptical of locking into a sort of standardized VR input at this stage in the ecosystem.

“We don’t share the belief that ‘if it’s a gamepad, it’s an atrocity and not a VR title’, and the proof of that is the ratings consumers are giving the games that we have out right now. In the long run it’s hard to say what the final control spec will be, or if there will be a final control spec,” he said.

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He elaborated on what he called “VR purists,” and suggested that some were applying a double-standard to VR games designed for the gamepad, saying that many of the people hating on games lacking motion controls also wanted to play them themselves.

“There are VR purists that believe ‘if it doesn’t have motion controls, it isn’t VR’. I happen to not agree with that, and I don’t think Oculus agrees with that. Interestingly, many of the same people are dying to play our titles brought out on gamepad. They’re extremely vocal about [them],” Rubin said. “So you really can’t have it both ways. Titles that we brought out are some of the best reviewed, most full titles out there, and at the same time there’s a small population that believes VR has to be a certain amount of purity. VR is much broader, and we think the audience is broader, and we think what VR represents is much broader than some other people.”

Founder reveals the Oculus Touch 'Half Moon' Prototype in 2015 | Photo courtesy Oculus
See Also: Oculus Explains Why They Didn’t Launch Touch with the Rift (Even Though They “Could Have”)

Rubin went on to point to the company’s work with Samsung to launch Gear VR—which is a relatively affordable VR headset compared to the likes of high-priced units like the Rift and Vive—as an exemplar of the company’s “broader” approach to VR.

Oculus says Touch will launch in Q4 of this year, but has yet to announce a price of specific date. We’re expecting to hear more on Touch at the Oculus Connect developer conference in October.


Additional reporting by Scott Hayden

The post Oculus Affirms Commitment to Gamepad Input As Touch Launch Nears, “we don’t believe gamepads are going away” appeared first on Road to VR.

Crazy Camera Rig Captures Volumetric VR Video with 14 Cameras and LiDAR

HypeVR is working to bring live-action volumetric 360 video to VR. The company’s crazy camera rig, built to capture the necessary data, is a mashup of high-end cameras and laser scanning tech.

HypeVR recently shot a brief demonstration of the output of their rig, which they say can capture ‘volumetric’ VR video that allows users to move around in a limited space within the video, similar to Lytro’s Light field capture which we saw the other day. Traditional 360 video capture solutions don’t allow any movement, effectively locking the user’s head to one point in 3D space, reducing comfort and immersion.

The HypeVR rig used to capture the footage appears almost impractically large; consisting of 14 high-end Red cameras and a Velodyne LiDAR scanner, HypeVR says the rig can “simultaneously capture all fourteen 6K [Red cameras] at up to 90fps and a 360 degree point cloud at 700,000 points per second.”

See Also: Inside ‘Realities’ Jaw-droppingly Detailed Photogrammetric VR Environments
See Also: Inside ‘Realities’ Jaw-droppingly Detailed Photogrammetric VR Environments

With similar capture approaches we’ve seen in the past, the video data is used to ‘texture’ the point cloud data, essentially creating a 3D model of the scene. With that 3D data piped into an engine and played back frame-by-frame, users can not only see live-action motion around them, but also move their head through 3D space within the scene, allowing for much more natural and comfortable viewing.

Fortunately, HypeVR says that this massive camera platform is not the only option for capturing volumetric VR video. The company’s purportedly patent pending capture method is camera agnostic, and can be applied to smaller and more affordable rigs, which HypeVR says are in development.

The post Crazy Camera Rig Captures Volumetric VR Video with 14 Cameras and LiDAR appeared first on Road to VR.