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VIRTUAL REALITY
24

Virtual Reality programming and designing issues

Feb 08, 2017

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Page 1: Virtual Reality programming and designing issues

VIRTUAL REALITY

Page 2: Virtual Reality programming and designing issues

• Some interesting uses nowadays

• VR correlated health issues and how to avoid/reduce them

• Brief presentation of VR Parachuting

• Problems encountered w.r.t. “canonical” videogames

• Solutions adopted for performance improvement

KEY POINTS

Page 3: Virtual Reality programming and designing issues

ARCHITECTURE

Page 4: Virtual Reality programming and designing issues

SURGERY

Page 5: Virtual Reality programming and designing issues

Headache

Stomach awareness

Nausea

Sense of vomiting

Disorientation

CYBERSICKNESS

Page 6: Virtual Reality programming and designing issues

THE MAIN CAUSE• 3 semicircular canals

filled with liquid• Head rotations

around 3 axes move liquid inside them

• Liquid pushes on cupula, which

translates mechanical movements into electric signals

Page 7: Virtual Reality programming and designing issues

• Adequate resolution (> 1080p)

• Low pixel persistence (< 3 ms)

• High graphics refresh rate (> 60 Hz, 95 Hz adequate)

• Tracking accuracy (< 1 mm translation, 0.25° orientation)

• Low latency (< 25 ms)

REQUIREMENTS• Wide field of view (> 80°)

Page 8: Virtual Reality programming and designing issues

Static objects into view • Virtual cockpit • Virtual nose

TRICKS

http://www.purdue.edu/newsroom/releases/2015/Q1/virtual-nose-may-reduce-simulator-sickness-in-video-games.html

Page 9: Virtual Reality programming and designing issues

VR PARACHUTING

I version

II version

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Transform = position, rotation, scale

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REDUCING COMP LOAD

Page 19: Virtual Reality programming and designing issues

SPEEDTREES

Page 20: Virtual Reality programming and designing issues

PLAYING AREA

terrain.party

Page 21: Virtual Reality programming and designing issues

PLAYING AREA

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PLAYING AREA

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PLAYING AREA

Page 24: Virtual Reality programming and designing issues

PLAYING AREA