« VR – It’s not just for gaming anymore!»
As VR emerges and gamers embrace its realistic portrayal of their favorite playground, there is a whole new front where VR/AR will impact our lives. Enterprise VR is being tested by corporations, non-profits, medicine, architects, engineering, construction, realtors, retail, training and automotive amongst others. Yes, VR is and will continue to change the landscape of our personal and professional lives not unlike how the internet did in the late 90’s. Key technical innovations like NVIDIA’s Iray VR and VR Works SDK are accelerating this growth as we look at many of the use case scenarios for Enterprise VR outside of gaming.
by Mr. Tom Riley,
Director Global Business Development - Enterprise VR
2. VIRTUAL REALITY & AUGMENTED REALITY
“The future is already here — it’s just not very evenly distributed.”
- William Gibson, 2003
Image Courtesy of Magic Leap
Image Courtesy of Microsoft
6. INFLECTION POINT IN VR
Viewing a glass fissure computed in a 5-Million atom molecular
dynamics nanoscale simulation. Data from University of Southern
California. Visualization by the Argonne Leadership Computing
Facility and the UIC Electronic Visualization Laboratory (EVL),
and viewed in EVL’s CAVE2™ Hybrid Reality Environment.
9. DISPLAY
CHALLENGES
High-resolution: 60 PPD (20/20)
Large Field Of View: 110 degrees
Fast refresh: 90 Hz
Light: 1 pound
Cheap: Hundreds of dollars
SOLUTIONS
Tethered
Oculus Rift
HTC Vive
Untethered
GearVR
Google Daydream & Cardboard
10. PC GAMING = 60 MP/S
(1920 X 1080 @ 30 FPS)
VIRTUAL REALITY = 450 MP/S
(3024 X 1680* @ 90 FPS)
1920
1080
1512
1680
1512
*VR render resolution
RENDERING
Ultra-high resolution and frame rate
11. VR OPTICS
LCD display
Warped “fisheye”-like image required
to match optics — enlarged in the
center and compressed in the
periphery
Transforms light from
display to a wide field of
view focused on the eye
User sees correctly
proportioned (not fisheye)
scene with wide field of view
Optics User’s view
27. 27
SIGNIFICANT COMPUTATION REQUIRED TO
DELIVER 360 VIDEO
Capture Stitch Display
Decode Calibrate Equalize Stitch Encode4k cameras Single 360 video
28. INTRODUCING
VRWORKS 360 VIDEO
Capture, stitch, and stream
360º videos in real-time
• Real-time and offline stitching from
4k camera rigs
• GPU-accelerated video decode,
calibration, equalization, stitching,
and encode
• 360 projection onto cube-map and
equi-rectangular panorama
• Works with GPUDirect for Video for
low latency video ingest
“Capturing and stitching 360 video is time
consuming and computationally
demanding. NVIDIA’s VRWorks 360 Video
SDK will help accelerate STRIVR’s
workflows, delivering real-time, high
quality 360 video.”
— Masaki Miyanohara, CTO, STRIVR
29. Comprehensive SDK for VR Developers: developer.nvidia.com/vrworks/
GRAPHICS HEADSET AUDIOTOUCH & PHYSICS
NVIDIA VRWORKS
PROFESSIONAL
VIDEO
30. NVIDIA VR PLATFORM
Faster performance
Lower latency
Better compatibility
VRWORKS
Industry leading performance
Best-in-class perf per watt
Maxwell multi-projection
NVIDIA GPUS & SOCS
Game-Ready drivers
GeForce Experience
Enterprise class drivers
NVIDIA SOFTWARE