make believe - droidcon uk 2015
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15Make Believe
+Shanee Nishry @Lunarsong
Briefly about me…
Game Developer
Engine Architecture
Virtual Reality SWE @ Google
<3 Procedural Content
+Shanee Nishry @Lunarsong
+ =
Previously Games Developer Advocate
Virtual Reality is…
The Elder Scrolls V: Skyrim, Bethesda SoftworksImage by deadendthrills.com
Dark Souls, From SoftwareImage by deadendthrills.com
Virtual Reality Hardware
View Master Mattel
VR ONE GX Zeiss
Morpheus Sony
Oculus Rift Facebook
GearVR Samsung
Vive HTC / Valve
Works with Cardboard
Cardboard Devices
The Omni by Vierux
Blink Escape(Cardboard)
Austella
Radial-G: Infinity(Cardboard)
Tammeka Ltd
Unseen Diplomacy(HTC Vive)
Triangular Pixels
IrisVR Mobile Viewer(Cardboard)
irisVR
A Chair In a Room (Cardboard/more)
Ryan Bousfield
Cool VR experiences
Land’s End (GearVR)
ustwo
Virtual Reality is the communitySign up for global VR dev slack chathttps://t.co/tltfdGvqXf
Basics of VRHow It Works
Virtual Reality: How It Works
Visual Immersion Tracking Input
Virtual Reality
Virtual Reality: How It Works
Tracking Input
Virtual Reality
Visual Immersion
Visual Immersion
Eyes
Visual Immersion
Eyes
Lenses
Visual Immersion
Screen
Eyes
Lenses
Visual Immersion
Screen
Eyes
Lenses
Visual Immersion
Screen
Eyes
Lenses
Visual Immersion
Screen
Eyes
Lenses
Visual Immersion
Screen
Eyes
Lenses
Eye Distance
Visual Immersion
Spaceships Criterion Games
Pincushion Distortion
Pincushion Distortion Barrel Distortion
Challenges in VRNot everything is perfect… yet.
Latency and Performance
Tracking
Challenges in VR
Comfort and Design
Technical requirements for good vr experience
High Resolution
Stable, High Frame Rate (90/120/+)
No Motion Blur
Low Motion-To-Photon Latency
Wide Field of View
Some Solutions…• Phones with high refresh rate displays.
• Low persistence displays to reduce blurring.
• Drawing directly to the front buffer.
• Increasing performance by:
- Stencil mapping to avoid writing to unused pixels.
- Special tricks to reduce driver overhead.
- Using low overhead graphic APIs.
• Low overhead graphics & compute API.
• Explicit control over command execution on the GPU. “Not a closed box”.
• Multi-threading friendly, allows better CPU usage.
• SPIR-V: Shaders represented in intermediate state, therefore fast compile & private.
• Vulkan is Coming to Android! (And so is OpenGL ES 3.2)
Geometry Shader
Geometry Instancing
OVR_multiview / OVR_multiview2
Resubmit Cmd Buffers
Dynamic State Change
More to come
Techniques to draw for VR
Tracking
John CampbellTriangular Pixels
Unseen Diplomacy on the ViveTriangular Pixels
DesigningVirtual Reality Experiences
Comfort Performance! (!!)
Interaction
Key design principles
Immersion
Comfort & Design
Convergence
Keeping velocity constant
The Environment
People have fears and they feel them in VR.
The camera has free will. Respect it.
Never lock the camera. Always maintain head tracking.
Guiding the user using light
Positional sound for immersion and guidance
Make it beautiful
Indoor Wayfinding Augmented Reality Measurement
What’s Next?Get started with Google Cardboardwww.google.com/cardboard/
Check Project Tangowww.google.com/atap/project-tango/
youtube.com/GoogleDevelopers
Questions? Feedback? Forgot something? Requests? Complains?
#
+Shanee Nishry@Lunarsong
Thank You!
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