NVIDIA Launches VRWorks 360 Video SDK 2.0

When they are not preparing new lines of virtual reality (VR) ready GPUs with more cores, more processing speed and more raw power than ever before. And when they’re not filing a whole range of VR related trademarks connected to said graphics cards. NVIDIA can still often be found involved in immersive technology on the software side, one way or another.

NVIDIA VRWorks - 360 VideoPrimarily that is through acts involving NVIDIA VRWorks, NVIDIA’s development kit for VR devs, which provides a suite of APIs, libraries and engines to enable high-end graphics performance when creating things under the VR umbrella. Their latest update sees, once again, improvements made to their 360 Video SDK which has already gotten companies like STRIVR and Pixvana excited.

“When you experience a situation as if you are actually there, learning retention rates can soar.” Commented Chief Technology Officer of STRIVR, Brian Meek, to NVIDIA’s official blog. “The new Warp 360 will help ensure our customers stay fully immersed, and the functionality and performance that Turing brings to VRWorks can’t be beat.”

The new version 2.0 update accelerates the speed of stitching together 360 degree videos as well as a host of other features that mean recording and streaming in 360 degrees becomes a lot easier. It also adds additional support for NVIDIA CUDA 10 and of course the most recent additions to their GPU line-ups.

Nvidia Turing architectureUpdates include:

Ambisonic Audio – increases the immersiveness of 360-degree videos by enabling 3D, omnidirectional audio such that the perceived direction of sound sources change when viewers modify their orientation.

Custom Region of Interest Stitch – enables adaptive stitching by defining the desired field of view rather than stitching a complete panorama. This enables new use cases such as 180-degree video while reducing execution time and improving performance.

Improved Mono Stitch – increases robustness and improves image quality for equatorial camera rigs. Multi-GPU setups are now supported for up to 2x scaling.

Moveable Seams – manually adjusts the seam location in the region of overlap between two cameras to preserve visual fidelity, particularly when objects are close to the camera.

New Depth-Based Mono Stitch – uses depth-based alignment to improve the stitching quality in scenes with objects close to the camera rig and improves the quality across the region of overlap between two cameras. This option is more computationally intensive than moving the seams, but provides a more robust result with complex content.

Warp 360 – provides highly optimized image warping and distortion removal by converting images between a number of 360 projection formats, including perspective, fisheye and equirectangular. It can transform equirectangular stitched output into a projection format such as cubemap to reduce streaming bandwidth, leading to increased performance.

You can download the latest version of the VRWorks 360 Video SDK here. VRFocus will bring youj more news on the developments in VR hardware and software throughout the day.

 

NVIDIA Reveal VRWorks 360 Degree Video 1.5 Release, Partners Comment On SDK’s Inclusion

When it comes to telling a story there’s nothing quite like an immersive experience. Whether it’s in virtual reality (VR) or augmented reality (AR) the different ways you can use the technology to craft a tale are pushing an author’s ability to show their world in new directions. This, naturally, includes 360 degree video. And we’ve seen a growing increase in the amount of productions being made, awards being presented and recognition being received within the filmmaking industry all linked to VR and AR – which almost expressly involves 360 degrees.

NVIDIA VRWorks - 360 VideoAs part of NVIDIA’s GPU Technology Conference (GTC), which will be taking place all this week in San Jose, California; the company has revealed as part of the proceedings a number of announcements relating to the VRWorks 360 Video SDK, the latest version of which (v1.5) was released today. Three firms relating to the creation of media, Z CAM, STRIVR and Pixvana all revealed their adoption of the SDK as part of their presentation, speaking to the NVIDIA blog.

“Because NVIDIA VRWorks 360 Video SDK shared the same API between Windows and Linux, it was super-fast and easy to integrate into our Linux cloud platform.” Explained Pixvana’s Sean Safreed, Product Director and Co-Founder of the company. Pixvana develops the SPIN Studio Platform which can be used to stitch together 360 degree footage. SPIN, naturally, integrates VRWorks 360 Video SDK. “The ability to access the VRWorks SDK through our powerful GPU-accelerated cloud backend simplifies the workflow and massively speeds the process from shot to review to final distribution, which our customers love.”

NVIDIA gave focus to Z CAM, the earliest adopter within the camera industry of the VRWorks 360 Video SDK. At GDC Z CAM has unveiled its V1 Professional VR Camera, able to record at 6K with 60 FPS in 360-degree stereo utilising ten cameras. As with those before it will be continuing support. Z CAM’s CEO explained the importance of including NVIDIA’s work.

“Integrating the VRWorks 360 Video SDK made it easy for us to enable live streaming of high-quality, 360-degree stereo video, and to support live streaming of both mono and stereo 360 VR, so our customers can really push the boundaries of live storytelling.”

You can see a demonstration of the Z CAM’s new product below, a video recorded at Times Square in New York City and put together using their Wonderstitch software with the NVIDIA SDK.

Lastly are VR production house STRIVR, last seen on VRFocus back in January as they worked with VR training programs to help athletes preparing for this year’s Winter Olympics in Pyeongchang, South Korea. The company’s Chief Technical Officer, Brian Meek, described how it’s using the SDK to put some additional speed into production of video for its immersive training platform.

“Integrating VRWorks 360 Video SDK accelerated the STRIVR stitching process from 15 fps to between 45 and 60 fps, a 3-4x performance gain,” explains Meek. “Which translates into much faster turnaround time from filming to delivery.”

There’s sure to be plenty of news from this year’s GTC event. Look out for more on VRFocus throughout the week.

NVIDIA Launches VRWorks Audio and 360 Video SDK at GTC

Today sees the start of NVIDIA’s GPU Technology Conference (GTC) at the San Jose Convention Center, California. Virtual reality (VR) will play a big part in the proceedings, with multiple sessions taking place as well as announcements. The first two are the VRWorks Audio software development kit (SDK) and VRWorks 360 Video SDK, both releasing publicly for the first time.

The VRWorks Audio SDK will feature real-time OptiX ray-tracing of audio in virtual environments and a plugin for VRWorks Audio in Unreal Engine 4. While normal VR audio provides an accurate 3D position of the audio source within a virtual environment, NVIDIA VRWorks Audio will help make that even more immersive by modeling sound propagation phenomena such as reflection, refraction and diffraction.

Its release consists of a set of C-APIs for integration into any engine or application that is available now on GitHub. And GTC attendees get a live demonstration of VRWorks Audio technology at the VR Village to experience.

NVIDIA_VRWORKS

At the conference NVIDIA will be demoing for the first time the release of the VRWorks 360 Video SDK that enables stereo stitching in real-time. Utilising two Quadro P6000 GPUs, the company will showcase how it’s able to stitch eight 4k cameras in stereo and in real-time using Z CAM’s V1 PRO rig.

“The fact that NVIDIA manages to stitch 4K 360 stereoscopic video in real time, making livestreaming possible, changes the production pipeline and enables entirely new use cases in VR,” said Kinson Loo, CEO of Z CAM.

From today, the first public beta of the VRWorks 360 Video SDK is available to all developers from developer.nvidia.com/vr. Today’s launch is for the VRWorks 360 Video SDK in mono, while VRWorks 360 Video SDK for stereo will be released soon.

VRFocus will continue its coverage of GTC 2017, reporting back with all of the latest updates and announcements.