Development for Virtual Reality is a hunt for each millisecond of latency its the one metric that needs to be perfect for an immersive and comfortable experience. Additionally, due to the way VR content is rendered, it takes up to 7x the amount of GPU throughput needed when compared to traditional gaming. In Dominic Eskofiers talk, youll learn how to maximize both framerate and visual quality of your Virtual Reality app by using sophisticated rendering techniques built into popular game engines, NVIDIAs SDKs and modern GPUs.
Pixvana's Creative Director Scott Squires & Tywen Kelly Product Manager/Evangelists will demonstrate their cloud-based GPU video processing system created for handling many large 360 videos. The talk will also showcase how VRWorks has made it possible for Pixvana to stitch multiple 8k+ videos, each from several cameras, in parallel, and how Pixvana has transformed the editing process by allowing in-headset creation of interactive experiences with branching narratives. The potential for AI and Machine Learning in VR will also be covered.
Holodeck is NVIDIA's advanced technology platform for Virtual Reality. We will begin this session by reviewing the motivation and goals of Holodeck. We will then highlight the new features from our most recent Holodeck release. The latest version adds support for architectural design review, including model review at scale, teleporting to different floors, and specifying points of interest. Two new technologies are featured in this release: VR Audio and the new Holodeck Web Browser. The Audio SDK from VRWorks provides real-time, physically-based acoustic simulation, accurately capturing how a scene's geometry and materials affect sounds. And VRWorks Audio is now hardware accelerated on NVIDIA's new RTX GPU's! The new Holodeck Web Browser opens up a world of new functionality, as VR experiences can now include all kinds of 2D, responsive content, including: videos, product manuals, and even Google Hangout sessions (with participants who are not in VR). Come hear this talk to learn all about the technology, and also visit the VR Village to experience the new Holodeck and VRWorks features firsthand!
We will talk about the implementation of new features in VR and illustrate examples of how StarVR combined with NVIDIA technology is finally providing a natural life like immersion revolutionizing VR applications for industries as various as design, manufacturing, training or film and gaming. We will also cover early integrations in UE4,VRED,Techviz. The main drawbacks of current generation VR headsets are the narrow field of view (FoV) and the low perceived resolution resulting on a visible pixel grid which, combined, alter the immersive feeling for the user. StarVR is developing a new VR headset combining a large FoV of 210Â° on the Horizontal axis and 130Â° on the Vertical axis and two high resolution OLED panels with a combined resolution of 5K, aiming for an improved VR experience. However, rendering high quality VR content with a high and constant framerate to provide a smooth experience is a great technological challenge for graphics cards. To tackle that problem, StarVR has combined VRWorks technologies such as Quadro VR SLI for rendering one eye per GPU and MRS/LMS with the embedded Tobii Eyetracker resulting in a huge boost of performance with Pascal and Volta based GPUs
Across graphics, audio, video, and physics, the NVIDIA VRWorks suite of technologies helps developers maximize performance and immersion for VR applications. We'll explore the latest features of VRWorks, explain the VR-specific challenges they address, and provide application-level tips and tricks to take full advantage of these features. Special focus will be given to the latest VRWorks integrations into Unreal Engine and Unity.
Hear visualization experts explain why people in professional visualization, in particular virtual engineering, are great candidates to unleash the full potential of HMDs and how close today's technology pushes application developers to the finish line of discovering massive datasets with HMDs. Learn about new hardware (NVIDIA Pascal™-powered NVIDIA Quadro® GPUs), extensions, APIs (NVIDIA VRWorks™: NVIDIA SLI® VR, Single Pass Stereo), techniques (GPU culling), and next steps that enable ESI to create amazing VR experiences even with high node and triangle count.
CyArk has developed a methodology for creating photorealistic and spatially accurate 3D models of historical sites by combining LiDAR with photogrammetry. The resulting "retina" environments from these cultural heritage monuments and sites are not only useful for virtual exploration, education and discovery, but also support ongoing conservation and preservation efforts. This presentation will feature CyArk's work documenting a 12th century cliff dwelling at Mesa Verde National Park, as well as how this data was processed and transformed into a Unity VR environment that will use both NVIDIA VRWorks and Ansel.
Virtual and augmented reality represent a step change in computing: the next platform for games, storytelling, and enterprise applications. Unity provides an end-to-end technology stack for creating and deploying VR across all the major platforms, and now with the integration of NVIDIA VRWorks, can deliver the highest performance and fidelity on a range of hardware. We'll take you through Unity's support for VR and AR, including HMD platforms, authoring features, graphics capability, and monetization, and describe how Unity and VRWorks together enable breakthrough virtual and augmented reality.