The Oculus Rift

Содержание

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• The Oculus Rift is an upcoming virtual reality head-mounted display,

• The Oculus Rift is an upcoming virtual reality head-mounted display,

being developed by Oculus VR • Oculus Rift was invented by a virtual reality enthusiast named Palmer Luckey and later developed with the help of John Cormack.


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• Virtual Reality (VR), is a computer-simulated environment that can simulate

• Virtual Reality (VR), is a computer-simulated environment that can simulate

physical presence in places in the real world or imagined worlds. • Virtual Reality Simulations have widespread uses in the fields of Fine Arts, Music, Gaming, Military Training, etc. • It involves the recreation of human senses (sight, sound, touch, taste, smell)


WHAT IS VIRTUAL REALITY?

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Sensorama by Morton Heilig in 1962 • Displayed stereoscopic 3D images

Sensorama by Morton Heilig in 1962 • Displayed stereoscopic 3D

images in a wide-frame view • Supplied stereo sound


EARLY INVENTIONS IN VR FIELD

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• First virtual reality head-mounted display • Supported head tracking Sword

• First virtual reality head-mounted display • Supported head tracking


Sword Of Damocles by Ivan Sutherland in 1968

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• First consumer head-mounted display • Displayed colour graphics • Used

• First consumer head-mounted display • Displayed colour graphics • Used

hand gestures to interact with a virtual world


The Eyephone in 1984

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• Marketed as the first portable game console that could display

• Marketed as the first portable game console that could display

“true 3D graphics” • Monochromatic display • Used oscillating mirrors to create a 3D effect


Nintendo Virtual Boy
released in 1995

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• Uses lenses and a split screen to display 3D graphics

• Uses lenses and a split screen to display 3D graphics

It uses a 7 inch LCD display screen with a resolution of 1280 by 800 pixels. Screen is divided into 640 by 800 pixels per eye, with a fixed distance between lens centers. • 110 degree field of view


Oculus Rift

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HOW DOES IT WORK?


HOW DOES IT WORK?

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STEREOSCOPIC 3D IMAGES


STEREOSCOPIC 3D IMAGES

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• Video is sent to the Oculus Rift via HDMI cable.

• Video is sent to the Oculus Rift via HDMI cable.

• It also includes USB, which carries data and power to the device.


THE CABLE

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• Tracking the position of your head in 3D space is

• Tracking the position of your head in 3D space is

critical to the way the Rift works. • One of the ways it achieves this is with a series of infrared LEDs embedded in the headset, which are monitored by a webcam-like camera placed nearby


THE POSITIONAL TRACKER

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• Feed is send into the headset, which connects to your

• Feed is send into the headset, which connects to your

head via vertical and horizontal straps, with the uppermost strap including the HDMI and USB cable. • Further customisation is achieved with two pairs of lenses, which magnify the screen so it fills your field of view


THE HEADSET

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• Within the headset sits a single custom motherboard, which includes

• Within the headset sits a single custom motherboard, which includes

an ARM (Advanced RISC Machines) processor and control chips for the LEDs. • The “Adjacent Reality Tracker" which was developed independently of the Oculus Rift, but has since become a key component


THE COMPONENTS

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• The ART features a magnetometer, a gyroscope and an accelerometer,

• The ART features a magnetometer, a gyroscope and an accelerometer,

all of which combine to accurately track the rift across all three dimensions of three-dimensionality. • The ART can track infinitesimally tiny head movements, even if you're on a rollercoaster during an earthquake.


THE COMPONENTS

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• Its 1920 x 1080 HD resolution delivers a 960 x

• Its 1920 x 1080 HD resolution delivers a 960 x

1080 display to each eye. • Its refresh rate of 60 Hz keeps things smooth


THE SCREEN

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• A huge amount of data is continually sent back and

• A huge amount of data is continually sent back and

forth between the positional tracker, the headset, the computer and its software. • It results in an incredibly smooth VR experience. • Adjustments such as brightness and contrast are made via Oculus' software. • It also includes the ability to calibrate the Rift, set your height and enter your interpupillary distance (IPD), i.e., the size of the gap between your pupils


THE FEEDBACK LOOP

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• Oculus Audio SDK allows the use of Head-Related Transfer Function

• Oculus Audio SDK allows the use of Head-Related Transfer Function

(HRTF) technology. • HRTFs simulate the changes to a sound when it reaches your head from a point in space. • It does this by referencing data that represents changes that would happen to a sound coming from that direction.


THE AUDIO

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Games currently with full or partial support include: • Left 4

Games currently with full or partial support include: • Left 4

Dead • Skyrim • Half-Life 2 • BioShock • Star Citizen • Elite: Dangerous 20


ADOPTION

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• Users encounter Motion Sickness. • Current Model not very glass

 • Users encounter Motion Sickness. • Current Model not very glass

friendly. • Heavy Weight Design. • High Cost.


SHORTCOMINGS