VR Hits Major Milestone As Computing Platform With New Google Team-Up

VR Hits Major Milestone As Computing Platform With New Google Team-Up

Google is taking its biggest step yet toward becoming an important service provider for immersive computing.

The company’s latest move allows people using development software like Unity and Unreal to easily bring 3D objects into their projects from a growing crowdsourced library. Earlier this month Google launched Poly, a repository for objects and scenes created in VR apps like Tilt Brush and Blocks. With its newly launched interface, Poly also becomes a library that’s easy to pull from for a variety of innovative VR creativity apps like Mindshow, Normal, TheWaveVR, AnimVR, Unity EditorXR, High Fidelity and Modbox.

The takeaway? You can now intuitively create something in one VR app and then use it in another VR app without taking the headset off. That’s a big step on VR’s path toward becoming the next platform for personal computing.

What’s The Big Deal?

Think of the way someone might save documents to their desktop and then use pagination software to turn them into a magazine, or how you capture a video and then use an editing program to turn it into a movie with snazzy transitions. When it comes to 3D immersive computing — sometimes called the “final platform” because we interact with it so naturally — there’s no similar process for moving work from one app to another without taking off the headset first. That could begin to change with something like Poly.

There is of course a long road ahead and a lot of improvements still need to be made for VR truly to become the final platform for computing. Today, VR is often mistaken for a peripheral device because you can’t do these seemingly simple things. That’s starting to change with Poly. As an example, you could theoretically build a bunch of objects in Blocks, save them to Poly, switch apps and open them up in Mindshow. Then you animate a cartoon tapping into your acting skills and using props you just made a few minutes earlier in VR. This example is a completely different form of content creation compared with 2D magazine design or movie editing and it draws on a new set of skills and talents to do well, but the trend here is crystal clear. VR as a new computing platform is finally starting to emerge.

“Making magic accessible is one of the promises of the medium that Google has now further empowered for the entire VR platform by putting the Poly ecosystem into the world,” wrote Mindshow CEO Gil Baron in an email. “We’re putting out an update for our astronauts with Poly support today and can’t wait to see what gets made!”

The idea with Poly is to make it easy to search, download and bring virtual objects into software ranging from VR and AR apps to workhorse development tools used to create some of the biggest videogames. There are other services like Sketchfab and Microsoft’s Remix that are focused on this same idea, but with this Web-based integration across different apps Google’s Poly might have jumped into a leading position.

“We are already integrated with more than 100 tools as an upload feature,” Sketchfab CEO Alban Denoyel said. “It makes it easier to add a download switch, giving us the potential to be the 3D search bar of all the 3D authoring applications….we are already integrated for download with a few apps.”

Earlier this month, I reported how an artist used a VR-first workflow to build a fully interactive game in just two weeks. That process depended on Unreal Engine’s blueprints, which allows people to add logic and interactivity to a virtual world without requiring knowledge of a programming language. The kinds of VR apps Poly is working with point toward a future in which creation time might be reduced down even further.

Find details about the Poly interface here. It is open to any developer.

Update: Quotes added from Sketchfab and Mindshow.

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Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

Khronos Group Would Welcome Input From Microsoft On OpenXR Standard

During GDC 2017, Khronos Group unveiled OpenXR as the name for their VR/AR API standard that’s currently being developed. We reported on the announcement and broke down a bit of why this standard was something for the VR industry and community to get excited about, but we also got the chance to speak with Khronos Group president Neil Trevett to get some questions answered.

OpenXR’s First Task

OpenXR’s immediate task is combating the fragmentation of the VR industry, something that can continue to get out of hand in the industry’s youth as many different developers and manufacturers create in incredibly different ways. Now that the name is out in the wild, the next step is to work with current working group members over the next 12-18 months on the specifications of the standard. The approach is to create an API standard where devs make their app and that app will be able to work on different VR SDKs with minimal changes as opposed to having to create detailed, custom code for each device.

“Less cost, less porting, and a larger available market is the bottom line for developers,” Trevett says. The Khronos Group is hoping to be able to ship the API around GDC of next year.

If it is not evident by the “XR” in the title, this standard isn’t going to be limited to VR experiences though that is the immediate focus.

“The fragmentation issue is most urgent to solve in the VR community over the next 12 months or so,” Trevett explains when asked about the consideration of augmented reality solutions.

He says he “absolutely believes” augmented reality will be addressed, but the major push for it will likely come in the 2nd wave after the API starts to ship out.

“We’re going to take care that we don’t paint ourselves into any VR-only corners,” he said. “We want things to be applicable as far as possible to different mixed reality devices in the future.”

Will Microsoft Join The Effort?

The standard Khronos is working toward has sparked excitement across the tech industry, to the point that those involved have specifically asked to have their logos added to OpenXR’s partner image. The current collection of partners is dominated by those more involved in VR, including names like Sony, Oculus, Google, and more. When asked if there were any specific entities missing that Khronos Group would welcome, Trevett immediately mentioned one of the biggest faces of AR: Microsoft. He noted the company’s input now would be around the emerging Windows Mixed Reality platform, which we recently did a hands-on with, but they’d obviously be able to bring AR expertise to that 2nd round of the API’s development as well.

While this initiative’s purpose is to simplify things across the mixed reality industry, one would wonder if having so many entities involved in the development of a single standard could get noisy despite the obvious benefits down the line. Trevett details a democratic decision-making process that includes voting mechanisms to resolve disagreements when they occur, but he says that’s a rare occurrence.

“The weird thing is we actually don’t need the formal voting mechanisms very often,” he says. “The working groups tend to, quite successfully, work to unanimous consensus. It’s actually quite normal for a whole specification to be created and no formal voting is needed. The whole process is surprisingly non-political.”

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GDC 2017: Khronos Group Unveils VR/AR Standard OpenXR

GDC 2017: Khronos Group Unveils VR/AR Standard OpenXR

In December of last year, Khronos group made headlines for adding Epic Games to the list of companies in support of their pursuit of an API standard for virtual and augmented reality. Representatives for Google VR, Intel, and others already voiced their support of Khronos’ work by that point, but Epic’s Unreal Engine allowed Khronos to focus on a potential wider adoption of the standard. A couple months later, that standard now has a name as Khronos unveils the OpenXR working group at GDC 2017.

Visual representation of the fragmented industry without a standard.

As noted when we reported on the Epic Games support for Khronos’ standard, there’s a degree of fragmentation in the VR and AR industry as different groups attempt to innovate with their different interfaces. OpenXR aims to address the fragmentation created as a result of developers having to port to the APIs of different vendors. The OpenXR website points out that this practice leads to higher development costs and confused customers, which limits industry growth. The solution of a set standards means that application devs will only have to write code once and it will run everywhere.

Also announced at GDC, Khronos’ GPU standard Vulkan is gaining momentum. A handful of games have been released utilizing the standard since it was made available back in February of 2016. They’re releasing new extensions for VR and multi-GPU functionality.

Vulkan is a testament to the benefits of a standard and they’re looking for more companies to jump on board for OpenXR as they’ve moved beyond the exploratory phase and are now developing the actual standard. Samsung, Oculus, Valve and a great many others are on board and it is likely many more will jump on board now that there’s a finish line in sight that mutually benefits the industry collectively.

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Khronos Gains Epic Games Support For VR API Standard

Khronos Gains Epic Games Support For VR API Standard

Virtual reality is a young industry and, in its youth, many are scrambling to see what best practices will raise this budding market into the strong and healthy grown up industry it needs to become to sustain success. With so many trying different things, best practices can get lost in the shuffle. Khronos Group is attempting to create a standard API (application program interface) across VR components and, announced via press release, they recently received the co-sign from Epic Games.

We spoke with the president of Khronos Group, Neil Trevett, about the development and its implications.

Having standards across any part of development in tech can be a huge relief for companies big and small so it’s no surprise companies like Epic are getting behind Khronos on this effort. Trevett tells us standard API development extends market reach for developer’s games because they can easily port to different VR platforms and that benefits VR users who’ll have a deeper software ecosystem to fish from. He also believes having the creators of the Unreal engine behind them “would enable wider adoption of the standard”.

Development is an expensive endeavor so there will continue to be exclusives on some devices no matter how solid the standard will be, but having this type of foundation for the majority of the market is true peace of mind for devs and consumers.

Epic is a massive company to get support from considering their Unreal game engine is such a pivotal part of the VR industry, but they’re not the only ones supporting Khronos’ efforts. Representatives like Mike Jazayeri of Google VR, Jason Paul of Intel, John Carmack of Oculus, and Gabe Newell of Valve, have all echoed support for Khronos’ work on an API standard and more will surely chime in as we get closer to that reality.

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