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LG Files Patent for VR Headset With Haptic Feedback and 6 Cameras
Aside from the LG 360 VR headset for the company’s range of smartphones, LG hasn’t really tried to enter the virtual reality (VR) market in the same way as rival Samsung. LG has been working on a headset dubbed ‘LG UltraGear VR‘ but little has been heard regarding that device for several months. Now a new patent filing has revealed plans for a headset with haptic feedback and multiple cameras.
Spotted by the ever-reliable LetsGoDigital, LG Electronics filed a patent with the WIPO and USPTO under the title ‘Mobile terminal and control method therefor’ which was published last week.
As you can see from the above image, the is for two components in particular, 6 cameras in dual sets – two on the left, two on the right and two in the upper middle – with haptic sensors placed in between each lens. All the cameras are designed to track a users hands in a virtual space, while the haptic sensors will provide feedback when touching objects.
From the application wording, the headset will be mobile and will be able to provide different haptic sensations depending on whether a user is touching an object or simply near to one. These feedback signals can also be varied depending on where the virtual object is touched or by what part of the hand.
There have been lots of ways trying to integrate haptic feedback into VR, whether that’s by use of gloves, ultrasound, or simply just rumbling controllers. LG’s design looks to be one of the first to integrate haptics into an actual headset, so how that will feel picking something up in VR and feeling your face shake is anyone’s guess – weird maybe?
It’s not clear if this new design is related to the LG UltraGear VR, but with CES 2019 now only a month away hopefully the device will make an appearance. If it does VRFocus will let you know.
LG Develops AI-based Tech to Reduce Latency & Motion Blur in VR Displays
South Korean tech giant LG Display and a team from Sogang University in Seoul have collaborated on a new AI-based content creation technology that’s designed to address the issue of latency and motion blur in VR headsets – well ahead of the mounting race for higher and higher display resolutions.
For good reason, VR hardware developers are adamant about low motion-to-photon latency, or the amount of time between an input movement like a head turn, and when the screen updates to reflect that movement. High latency between what the user does and what they see can cause nausea.
Ideally that latency should be under 20ms, and while current consumer VR headsets have mostly solved this issue, a new wave of ever higher resolution headsets presents the same engineering challenge yet again. VR display latency and motion blur, or what happens when a display’s pixels don’t illuminate fast enough, are the two big targets for LG and Sogang’s new AI tech.
“The core of the newly developed technology is an algorithm that can generate ultra-high resolution images from low-resolution ones in real time. Deep learning technology makes this conversion possible without using external memory devices,” the team told Business Korea.
LG and the Sogang University team’s technology is said to both boost power efficiency and make high resolutions possible on mobile headsets. The team says their AI-based setup “cuts motion to photon latency and motion blurs to one fifth or less the current level by slashing system loads when operating displays for VR.”
To test the system’s latency and motion blur, the team also created a device sporting a precision motor that simulates human neck movements and an optical system based on the human visual system.
“This study by LG Display and Sogang University is quite meaningful in that this study developed a semiconductor which accelerates with low power realized through AI without an expensive GPU in a VR device,” said professor Kang Seok-ju, who has carried out this study since 2015 and leads the research team.
LG recently partnered with Google to produce an 18 Mpixel, 4.3-in 1,443-ppi 120Hz OLED display made for wide field of view VR headsets, showing off their display at SID Display Week a few days ago. Google claims the panel is the “world’s highest resolution OLED-on-glass display”
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Google und LG zeigen 1443 PPI VR Display
Derzeit findet in LA die Display Week statt und am Stand von LG sorgt ein neues OLED Display mit 4,3 Zoll für Aufsehen. Eine Pixeldichte von 1443 PPI (pixel per inch) werden versprochen, was die Bildqualität von VR-Brillen auf ein neues Level heben soll.
Google und LG zeigen 1443 PPI VR Display in LA
Bei der Vorführung von LG sind die Displays und Linsen nicht in einer VR-Brille verbaut, sondern in eine Wand des Ausstellers. Das neue Display kommt auf eine Auflösung von 3820 x 4800 Pixel bei 120Hz, womit es deutlich über den Spezifikationen der Displays in aktuellen VR Brillen liegt. Zum Vergleich: Die Oculus Rift besitzt zwei Displays mit einer Auflösung von 1080 x 1200 Pixel und diese besitzen eine Pixeldichte von 456 PPI.
UploadVR konnte bereits ein Foto des neuen Displays (links im Bild) in Aktion schießen. Auch wenn die Vergleichsbilder sicherlich nicht perfekt sind, zeigen sie deutliche Unterschiede zwischen der aktuellen Generation (538 PPI) und der zukünftigen Generation (1443 PPI). So sind die Texte im linken Bild deutlich schärfer und der Fliegengitter-Look ist deutlich weniger ausgeprägt bzw. kaum erkennbar.
Wann Google und LG solche Displays in einer VR-Brille verbauen werden, ist noch völlig offen und sicherlich wird es kein leichtes Unterfangen sein, solche Displays auch schnell genug mit Daten zu versorgen.
(Quelle: Upload VR)
Der Beitrag Google und LG zeigen 1443 PPI VR Display zuerst gesehen auf VR∙Nerds. VR·Nerds am Werk!
Here’s Google And LG’s New 1,443 PPI VR Display
One of the most anticipated features of this week’s Display Week event in LA is a new screen built by Google and LG, designed specifically for VR. At its booth LG is showing off a 4.3-inch OLED panel with a pixel density of 1443 pixels per inch (PPI). We’ve just gone hands-on with it and you can see the results below.
Senior Editor Ian Hamilton is on the ground at the show and took the below images of two displays LG is exhibiting (click to enlarge or open in a new tab for the full size). Inside each lens, which is fitted to a wall and not embedded inside a headset, there’s the same image of a map with text both big and small text. The new OLED display has a resolution of 3840 x 4800 and a refresh rate of 120Hz. It’s being shown next to a ‘conventional’ 538 PPI display for comparison’s sake.
These images were both taken with an iPhone 8 camera.
Even at first glance, the near-tripled pixel density seems to make a huge difference. Smaller text is far clearer on the 1,443 PPI display and the screen-door effect is hugely reduced, too. Obviously taking a picture through a camera can’t compare with seeing the display for yourself, though, so don’t draw any conclusions just yet.
While it’s exciting to see a leap in VR display tech, we don’t actually know when we’ll see this type of screen integrated into headsets. It’s likely to be some time before we can dive into VR with this kind of clarity.
GDC 2018 ‘Day 1’ Roundup – Vive Pro Pricing, Magic Leap SDK, Nvidia RTX, and More
Here’s a roundup of news from ‘day one’ of our GDC 2018 coverage. Vive Pro date and price, Magic Leap announcements, Nvidia’s real-time ray-tracing, and Budget Cuts resurfaces.
Vive Pro headset launches April 5th for $800, original Vive drops to $500
HTC have finally revealed the price and release date of the anticipated Vive Pro, opening preorders globally at Vive.com and other retailers. The headset alone is $800, with orders placed before June 3rd receiving a six month trial of the Viveport Subscription content service. At the same time, the original Vive package has dropped by $100.
The improved headset is pitched as an upgrade for current Vive owners, as it works with the original controllers and base stations. It is still not known exactly when the improved controllers and SteamVR 2.0 base stations will be available with the Vive Pro as a full package, or how much that will cost.
No presence from LG at GDC
LG’s SteamVR headset prototype revealed at last year’s GDC featured 1440×1280 displays, redesigned controllers, and impressive headset ergonomics including a flip-up visor. Since then, the project has remained quiet, and there is no sign of the headset this year. The company is still heavily involved with VR development however, and are expected to present some new technology with Google at Display Week 2018 in May.
Magic Leap announcements
Magic Leap has launched the SDK for the device’s Lumin OS, with support for Unity and Unreal engines. Epic Games have detailed Unreal Engine’s support for the Magic Leap One Creator Edition on their blog, which confirms some significant hardware features of the device, including eye tracking, hand tracking, and room scanning. The company is offering a “deep dive” into developing for the headset at a sponsored GDC session on Thursday.
Nvidia RTX
Nvidia have announced RTX, a “highly scalable ray-tracing technology” that can run in real-time on the company’s latest Volta GPUs. Ray tracing is a standard technique for rendering high quality CGI in the movie industry, but its extreme computational demands have prevented it from being practical for real-time rendering in games and other interactive apps. Nvidia’s Volta architecture includes a hardware “ray-tracing engine” which, combined with RTX, appears to be capable of running scenes smoothly in real-time, albeit still with noticeable noise.
Stealth game ‘Budget Cuts’ resurfaces
Developer Neat Corp has appeared at GDC 2018 to show their progress on Budget Cuts, confirming a May 16th release date on SteamVR and Oculus Home. The first-person stealth game was one of the early ‘wow’ moments of VR motion-controller action, but this is the first time we’ve seen their work since the excellent pre-alpha demo from 2016 (which is still available on Steam). The game promises seven hours of content involving stealth, action, puzzles, and bosses.
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