SlideShare a Scribd company logo
VR everywhere
consumer virtual
reality for desktop,
mobile and web
tony parisi
march, 2015
about me
http://www.tonyparisi.com 3/18/2015
CONTACT
tparisi@gmail.com
skype: auradeluxe
http://twitter.com/auradeluxe http://www.tonypa
risi.com/
http://www.learningwebgl.com/
GET THE BOOKS!
WebGL: Up and Running
http://www.amazon.com/dp/144932357X
Programming 3D Applications with HTML and WebGL
http://www.amazon.com/Programming-Applications-HTML5-WebGL-
Visualization/dp/1449362966
MEETUPS
http://www.meetup.com/WebGL-Developers-Meetup/
http://www.meetup.com/Web-VR/
BOOK CODE
https://github.com/tparisi/WebGLBook
https://github.com/tparisi/Programming3DApplications
GET GLAM
http://www.glamjs.org/
https://github.com/tparisi/glam/
WORK
http://www.thirdeye.gl/
CREDS
Co-creator, VRML and X3D
the promised land!
consumer VR
3/18/2015http://www.tonyparisi.com
hardware explosion
3/18/2015http://www.tonyparisi.com
headsets
input
devices
high performance laptops
AFFORDABLE STEREOSCOPIC
DISPLAYS, CRAZY-FAST GPUS,
CHEAP MOTION TRACKING
IMUS… FTW!
PC HMDs
3/18/2015http://www.tonyparisi.com
 Provide deepest, most immersive VR
experiences
 Desktop peripheral - acts as external monitor
 Position and orientation tracking
 Tethered – one or more cables to the
computer; camera for position tracking
 Oculus Rift – the Gold Standard of VR
headsets
 Developer Kit CHEAP $350
 In production late 2015/early 2016
 HTC/Valve VIVE
 OSVR – Razer open dev kit and SDK;
ecosystem initiative
mobile HMDs
3/18/2015http://www.tonyparisi.com
 Deluxe Mobile – Samsung GearVR
 Optics and IMU licensed from Oculus
 Custom Android build w/ VR extensions
and enhanced UI
 The best VR experience out there!
(Look Ma, no wires)
 BUT $200 + requires new Phone (Note
4) NOT CHEAP $1,000
 Support for S6 coming, price coming
down
 Orientation tracking only
 So far… no competition… but EXPECT
IT!
drop-in phone viewers
3/18/2015http://www.tonyparisi.com
 Google Cardboard
 Just Add SmartPhone
 Orientation tracking only
 Open specification for mobile VR
 Standard Android OS support, using
simple stereo rendering and
accelerometer tracking
 $2 in parts or $25 ready-to-assemble
Kits WAY CHEAP
 Not as nice… but great for the price!
 MergeVR, Wearality, Moggles…
 Some of these have different rendering
thus require custom SDK
operating systems
3/18/2015http://www.tonyparisi.com
 Desktop – Oculus SDK supports
Windows/Mac/Linux; Vive SDK not
yet released…
 GearVR - custom Android build
w/Oculus mobile SDK
 Cardboard
 Google has SDK for native Android
with simple stereo render and head
tracking; also adding first-class VR
support into future OS
 Cardboard is just side-by side
rendering and accelerometer
tracking… so it works on iOS too
 Mobile browsers can run Cardboard
apps! Just stereo render with
WebGL and track
w/DeviceOrientation API
The Oculus Store for GearVR
rendering
3/18/2015http://www.tonyparisi.com
Oculus Rift/GearVR
 110 diagonal FOV
 Side-by-side stereo
 Barrel distortion
Cardboard
 90 degree FOV
 Side-by-side stereo
head tracking
3/18/2015http://www.tonyparisi.com
 Oculus Rift/GearVR
 1000hz refresh rate
 Cardboard
 200hz refresh rate
 Desktop IMUs built into HMDs track position and orientation.
Use camera or wall-mounted sensors for position tracking
 Mobile IMUs track orientation only
INERTIAL MEASURE UNITS (IMUS)
the challenge:
“presence”
3/18/2015http://www.tonyparisi.com
 Camera must respond to head tracking at 75FPS+
 higher latency risks motion sickness and breaks the illusion
 Rendering, as always, must be at 60FPS+
 “Motions-to-photons” latency goal is <20ms
 Desktop and GearVR can hit this, currently mobile can’t
(though it’s in the works); most phone IMU motions-to-photons
are are 50ms+
 What’s wrong with this picture???
 Classic targeting of 60FPS makes rendering the bottleneck
 If targeting 75FPS, that’s minimum 150FPS simulation (75FPS
x 2 cameras), or <7ms frame time!!!
performance (1)
3/18/2015http://www.tonyparisi.com
 Software techniques
 Of course push everything you can onto the GPU
 New engine optimizations
Example: render each state change to each camera vs. whole scene
to each camera
 Mobile: create experiences with lower res than typical games...
till the hardware gets faster and resolutions get higher; low
latency trumps hi poly count
 Time Warp
 Oculus SDK technique, transforms image in Z-buffer at next refresh
based on new IMU position/orientation… even if new rendered frame
isn’t ready
 Already supported in game engines and other runtimes
performance (2)
3/18/2015http://www.tonyparisi.com
First attempts at a comprehensive GPU approach to VR -
NVIDIA VR Direct
 New features enabled in Maxwell processors (GeForce GTX
980 and GTX 970)
 Overall attack on latency – whole pipeline
 Asynchronous Warp (NVIDIA’s version of Time Warp)
 Dynamic Super Resolution (DSR) – up to 4 megapixels per
eye downsampled to HD
 Multi-frame sampled anti-aliasing (MFAA)
 Boasts motion-to-photons latency of 25ms
 … plus “GeForce Experience” control panel – one end-user
settings dialog instead of several
ACCELERATING VR USING THE POWER OF THE GPU
developing desktop and
mobile VR
3/18/2015http://www.tonyparisi.com
 Game engines
 Unity3D – targets all platforms: desktop Oculus, Gear VR,
Cardboard. Free and open prefabs available on Unity store and
from HMD vendors. Expect Vive and other platforms quickly; they
move fast.
 Unreal - desktop now, mobile in development
 Native SDKs
 Oculus SDK C++
 Oculus Mobile SDK C++
 Android SDK for Cardboard
WebVR:
fast, cheap and democratized
3/18/2015http://www.tonyparisi.com
 Experimental browser API
 Query browser for attached HMD
devices
 Render fullscreen stereo in WebGL
 Track HMD position/orientation by
polling HMD device
 Already in Firefox and Chrome nightly
builds, uses same API
 Build apps using open source
JavaScript engines, or WebGL
“exported” from Unity/Unreal via
Emscripten cross-compiler
 Browser refresh currently throttled at
60FPS but they are lifting this limitation
Quake 3 WebVR demo, developed by Brandon
Jones of Google
http://media.tojicode.com/q3bsp/
NO-DOWNLOAD VR APPLICATIONS.
INSTANT ACCESS IN THE BROWSER, SHARE IT WITH A URL!
WRITTEN IN JAVASCRIPT!?
input
3/18/2015http://www.tonyparisi.com
 We still don’t have the mouse of VR
 State of the practice is blind use of
keyboard or gamepad controller
 Motion controllers like Leap Motion,
Sixense STEM system are gaining
popularity for PC-based VR
 GearVR has a really innovative
trackpad design, plus simple, elegant
navigation UI
 Drop-in phone viewers are
experimenting with side-mounted click
devices and Bluetooth controllers
Leap Motion
controller
Sixense
STEM
System
image:
https://www.attachmate.com/blogs/legacymodernization/legacy-data-the-elephant-in-the-room/
augmented reality
3/18/2015http://www.tonyparisi.com
 Explosion of VR has renewed
interest in AR
 Promising new hardware
 Microsoft Hololens
 CastAR - table-top AR display for
gaming, close to coming to
market
 Magic Leap ????
 A little farther out… most projects
don’t have ship dates
 Another SDK babel looming…
THE NEXT NEXT BIG THING?
Hololens Sculpting Tool Demo
CastAR Multi-Player Game
coming in May 2015
3/18/2015http://www.tonyparisi.com
keep in touch
http://www.tonyparisi.com 3/18/2015
CONTACT
tparisi@gmail.com
skype: auradeluxe
http://twitter.com/auradeluxe http://www.tonypa
risi.com/
http://www.learningwebgl.com/ MEETUPS
http://www.meetup.com/WebGL-Developers-Meetup/
http://www.meetup.com/Web-VR/
BOOK CODE
https://github.com/tparisi/WebGLBook
https://github.com/tparisi/Programming3DApplications
GET GLAM
http://www.glamjs.org/
https://github.com/tparisi/glam/
WORK
http://www.thirdeye.gl/
CREDS
Co-creator, VRML and X3D
GET THE BOOKS!
WebGL: Up and Running
http://www.amazon.com/dp/144932357X
Programming 3D Applications with HTML and WebGL
http://www.amazon.com/Programming-Applications-HTML5-WebGL-
Visualization/dp/1449362966
VR everywhere
consumer virtual
reality for desktop,
mobile and web
tony parisi
march, 2015

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VR Everywhere March 2015

  • 1. VR everywhere consumer virtual reality for desktop, mobile and web tony parisi march, 2015
  • 2. about me http://www.tonyparisi.com 3/18/2015 CONTACT tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe http://www.tonypa risi.com/ http://www.learningwebgl.com/ GET THE BOOKS! WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-Applications-HTML5-WebGL- Visualization/dp/1449362966 MEETUPS http://www.meetup.com/WebGL-Developers-Meetup/ http://www.meetup.com/Web-VR/ BOOK CODE https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications GET GLAM http://www.glamjs.org/ https://github.com/tparisi/glam/ WORK http://www.thirdeye.gl/ CREDS Co-creator, VRML and X3D
  • 3. the promised land! consumer VR 3/18/2015http://www.tonyparisi.com
  • 4. hardware explosion 3/18/2015http://www.tonyparisi.com headsets input devices high performance laptops AFFORDABLE STEREOSCOPIC DISPLAYS, CRAZY-FAST GPUS, CHEAP MOTION TRACKING IMUS… FTW!
  • 5. PC HMDs 3/18/2015http://www.tonyparisi.com  Provide deepest, most immersive VR experiences  Desktop peripheral - acts as external monitor  Position and orientation tracking  Tethered – one or more cables to the computer; camera for position tracking  Oculus Rift – the Gold Standard of VR headsets  Developer Kit CHEAP $350  In production late 2015/early 2016  HTC/Valve VIVE  OSVR – Razer open dev kit and SDK; ecosystem initiative
  • 6. mobile HMDs 3/18/2015http://www.tonyparisi.com  Deluxe Mobile – Samsung GearVR  Optics and IMU licensed from Oculus  Custom Android build w/ VR extensions and enhanced UI  The best VR experience out there! (Look Ma, no wires)  BUT $200 + requires new Phone (Note 4) NOT CHEAP $1,000  Support for S6 coming, price coming down  Orientation tracking only  So far… no competition… but EXPECT IT!
  • 7. drop-in phone viewers 3/18/2015http://www.tonyparisi.com  Google Cardboard  Just Add SmartPhone  Orientation tracking only  Open specification for mobile VR  Standard Android OS support, using simple stereo rendering and accelerometer tracking  $2 in parts or $25 ready-to-assemble Kits WAY CHEAP  Not as nice… but great for the price!  MergeVR, Wearality, Moggles…  Some of these have different rendering thus require custom SDK
  • 8. operating systems 3/18/2015http://www.tonyparisi.com  Desktop – Oculus SDK supports Windows/Mac/Linux; Vive SDK not yet released…  GearVR - custom Android build w/Oculus mobile SDK  Cardboard  Google has SDK for native Android with simple stereo render and head tracking; also adding first-class VR support into future OS  Cardboard is just side-by side rendering and accelerometer tracking… so it works on iOS too  Mobile browsers can run Cardboard apps! Just stereo render with WebGL and track w/DeviceOrientation API The Oculus Store for GearVR
  • 9. rendering 3/18/2015http://www.tonyparisi.com Oculus Rift/GearVR  110 diagonal FOV  Side-by-side stereo  Barrel distortion Cardboard  90 degree FOV  Side-by-side stereo
  • 10. head tracking 3/18/2015http://www.tonyparisi.com  Oculus Rift/GearVR  1000hz refresh rate  Cardboard  200hz refresh rate  Desktop IMUs built into HMDs track position and orientation. Use camera or wall-mounted sensors for position tracking  Mobile IMUs track orientation only INERTIAL MEASURE UNITS (IMUS)
  • 11. the challenge: “presence” 3/18/2015http://www.tonyparisi.com  Camera must respond to head tracking at 75FPS+  higher latency risks motion sickness and breaks the illusion  Rendering, as always, must be at 60FPS+  “Motions-to-photons” latency goal is <20ms  Desktop and GearVR can hit this, currently mobile can’t (though it’s in the works); most phone IMU motions-to-photons are are 50ms+  What’s wrong with this picture???  Classic targeting of 60FPS makes rendering the bottleneck  If targeting 75FPS, that’s minimum 150FPS simulation (75FPS x 2 cameras), or <7ms frame time!!!
  • 12. performance (1) 3/18/2015http://www.tonyparisi.com  Software techniques  Of course push everything you can onto the GPU  New engine optimizations Example: render each state change to each camera vs. whole scene to each camera  Mobile: create experiences with lower res than typical games... till the hardware gets faster and resolutions get higher; low latency trumps hi poly count  Time Warp  Oculus SDK technique, transforms image in Z-buffer at next refresh based on new IMU position/orientation… even if new rendered frame isn’t ready  Already supported in game engines and other runtimes
  • 13. performance (2) 3/18/2015http://www.tonyparisi.com First attempts at a comprehensive GPU approach to VR - NVIDIA VR Direct  New features enabled in Maxwell processors (GeForce GTX 980 and GTX 970)  Overall attack on latency – whole pipeline  Asynchronous Warp (NVIDIA’s version of Time Warp)  Dynamic Super Resolution (DSR) – up to 4 megapixels per eye downsampled to HD  Multi-frame sampled anti-aliasing (MFAA)  Boasts motion-to-photons latency of 25ms  … plus “GeForce Experience” control panel – one end-user settings dialog instead of several ACCELERATING VR USING THE POWER OF THE GPU
  • 14. developing desktop and mobile VR 3/18/2015http://www.tonyparisi.com  Game engines  Unity3D – targets all platforms: desktop Oculus, Gear VR, Cardboard. Free and open prefabs available on Unity store and from HMD vendors. Expect Vive and other platforms quickly; they move fast.  Unreal - desktop now, mobile in development  Native SDKs  Oculus SDK C++  Oculus Mobile SDK C++  Android SDK for Cardboard
  • 15. WebVR: fast, cheap and democratized 3/18/2015http://www.tonyparisi.com  Experimental browser API  Query browser for attached HMD devices  Render fullscreen stereo in WebGL  Track HMD position/orientation by polling HMD device  Already in Firefox and Chrome nightly builds, uses same API  Build apps using open source JavaScript engines, or WebGL “exported” from Unity/Unreal via Emscripten cross-compiler  Browser refresh currently throttled at 60FPS but they are lifting this limitation Quake 3 WebVR demo, developed by Brandon Jones of Google http://media.tojicode.com/q3bsp/ NO-DOWNLOAD VR APPLICATIONS. INSTANT ACCESS IN THE BROWSER, SHARE IT WITH A URL! WRITTEN IN JAVASCRIPT!?
  • 16. input 3/18/2015http://www.tonyparisi.com  We still don’t have the mouse of VR  State of the practice is blind use of keyboard or gamepad controller  Motion controllers like Leap Motion, Sixense STEM system are gaining popularity for PC-based VR  GearVR has a really innovative trackpad design, plus simple, elegant navigation UI  Drop-in phone viewers are experimenting with side-mounted click devices and Bluetooth controllers Leap Motion controller Sixense STEM System image: https://www.attachmate.com/blogs/legacymodernization/legacy-data-the-elephant-in-the-room/
  • 17. augmented reality 3/18/2015http://www.tonyparisi.com  Explosion of VR has renewed interest in AR  Promising new hardware  Microsoft Hololens  CastAR - table-top AR display for gaming, close to coming to market  Magic Leap ????  A little farther out… most projects don’t have ship dates  Another SDK babel looming… THE NEXT NEXT BIG THING? Hololens Sculpting Tool Demo CastAR Multi-Player Game
  • 18. coming in May 2015 3/18/2015http://www.tonyparisi.com
  • 19. keep in touch http://www.tonyparisi.com 3/18/2015 CONTACT tparisi@gmail.com skype: auradeluxe http://twitter.com/auradeluxe http://www.tonypa risi.com/ http://www.learningwebgl.com/ MEETUPS http://www.meetup.com/WebGL-Developers-Meetup/ http://www.meetup.com/Web-VR/ BOOK CODE https://github.com/tparisi/WebGLBook https://github.com/tparisi/Programming3DApplications GET GLAM http://www.glamjs.org/ https://github.com/tparisi/glam/ WORK http://www.thirdeye.gl/ CREDS Co-creator, VRML and X3D GET THE BOOKS! WebGL: Up and Running http://www.amazon.com/dp/144932357X Programming 3D Applications with HTML and WebGL http://www.amazon.com/Programming-Applications-HTML5-WebGL- Visualization/dp/1449362966
  • 20. VR everywhere consumer virtual reality for desktop, mobile and web tony parisi march, 2015