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Tom Riley
Director Global Business Development
Enterprise VR
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
Gaming
Movies
Sports
Concerts
Travel Retail
PERSONAL
ENTERTAINMENT
VR
ENTERPRISE VR/AR
MEDICAL ARCHITECTURE
DESIGN MANUFACTURING COLLABORATION
DIGITAL CONTENT CREATION
EFFICIENT
COLLABORATION
NATURAL
INTERACTION
SCALE
VALUE OF PRO VRVALUE OF VR EXPERIENCE
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.
COMPUTING CHALLENGES
IN REPRODUCING REALITY
GRAPHICS /
DISPLAY
CAPTUREAUDIO
TOUCH /
PHYSICS
COMPUTING CHALLENGES
IN REPRODUCING REALITY
GRAPHICS /
DISPLAY
CAPTUREAUDIO
TOUCH /
PHYSICS
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
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
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
Warped ImageRendered Image
VR RENDERING
Rendered Image Warped Image
VR RENDERING
GPU renders many pixels that never make it to the screen
NVIDIA MULTI-RES SHADING
Introduced in Maxwell
LENS MATCHED SHADING
Renders to a lens corrected surface
TRADITIONAL STEREO RENDERING
Requires 2 geometry passes
Left Eye (Pass 1) Right Eye (Pass 2)
SINGLE PASS STEREO
Renders left & right eye in one geometry pass
Left Eye
Right Eye
VRWORKS GRAPHICS
Bringing modern visuals to VR
GREATER GEOMETRIC DETAIL
W/ SINGLE PASS STEREO
FASTER PIXEL SHADING
W/ LENS MATCHED SHADING
VR
COMPUTING CHALLENGES
IN REPRODUCING REALITY
GRAPHICS /
DISPLAY
CAPTUREAUDIO
TOUCH /
PHYSICS
SIMULATING AUDIO IN VR
Creation of Source Sounds Location of Incoming Sound How Sound Moves in Space
DIRECTION PROPAGATIONSYNTHESIS
Models direction and propagation using Ray tracing
COMPUTING CHALLENGES
IN REPRODUCING REALITY
GRAPHICS /
DISPLAY
CAPTUREAUDIO
TOUCH /
PHYSICS
HAPTICS
Collision detection & deformation modeling
FORCE FRICTION
PhysX API
PhysX Constraint Solver
Haptics Layer
RESTITUTION
PHYSX FLEX
HAIRWORKS FLOW
DESTRUCTION
CLOTH
REALISTIC PHYSICS
Simulating behavior in VR
COMPUTING CHALLENGES
IN REPRODUCING REALITY
GRAPHICS /
DISPLAY
CAPTUREAUDIO
TOUCH /
PHYSICS
27
SIGNIFICANT COMPUTATION REQUIRED TO
DELIVER 360 VIDEO
Capture Stitch Display
Decode  Calibrate  Equalize  Stitch  Encode4k cameras Single 360 video
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
Comprehensive SDK for VR Developers: developer.nvidia.com/vrworks/
GRAPHICS HEADSET AUDIOTOUCH & PHYSICS
NVIDIA VRWORKS
PROFESSIONAL
VIDEO
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
Tom Riley
Director Global Business Development
Enterprise VR

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10 - It3D Summit 2016 - vr technology - T.Riley - NVIDIA