make believe - droidcon uk 2015

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Page 1: Make believe - Droidcon UK 2015

15Make Believe

+Shanee Nishry @Lunarsong

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Briefly about me…

Game Developer

Engine Architecture

Virtual Reality SWE @ Google

<3 Procedural Content

+Shanee Nishry @Lunarsong

+ =

Previously Games Developer Advocate

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Virtual Reality is…

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The Elder Scrolls V: Skyrim, Bethesda SoftworksImage by deadendthrills.com

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Dark Souls, From SoftwareImage by deadendthrills.com

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Virtual Reality Hardware

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View Master Mattel

VR ONE GX Zeiss

Morpheus Sony

Oculus Rift Facebook

GearVR Samsung

Vive HTC / Valve

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Works with Cardboard

Cardboard Devices

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The Omni by Vierux

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Blink Escape(Cardboard)

Austella

Radial-G: Infinity(Cardboard)

Tammeka Ltd

Unseen Diplomacy(HTC Vive)

Triangular Pixels

IrisVR Mobile Viewer(Cardboard)

irisVR

A Chair In a Room (Cardboard/more)

Ryan Bousfield

Cool VR experiences

Land’s End (GearVR)

ustwo

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Virtual Reality is the communitySign up for global VR dev slack chathttps://t.co/tltfdGvqXf

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Basics of VRHow It Works

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Virtual Reality: How It Works

Visual Immersion Tracking Input

Virtual Reality

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Virtual Reality: How It Works

Tracking Input

Virtual Reality

Visual Immersion

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Visual Immersion

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Eyes

Visual Immersion

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Eyes

Lenses

Visual Immersion

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Screen

Eyes

Lenses

Visual Immersion

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Screen

Eyes

Lenses

Visual Immersion

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Screen

Eyes

Lenses

Visual Immersion

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Screen

Eyes

Lenses

Visual Immersion

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Screen

Eyes

Lenses

Eye Distance

Visual Immersion

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Spaceships Criterion Games

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Pincushion Distortion

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Pincushion Distortion Barrel Distortion

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Challenges in VRNot everything is perfect… yet.

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Latency and Performance

Tracking

Challenges in VR

Comfort and Design

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Technical requirements for good vr experience

High Resolution

Stable, High Frame Rate (90/120/+)

No Motion Blur

Low Motion-To-Photon Latency

Wide Field of View

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Some Solutions…• Phones with high refresh rate displays.

• Low persistence displays to reduce blurring.

• Drawing directly to the front buffer.

• Increasing performance by:

- Stencil mapping to avoid writing to unused pixels.

- Special tricks to reduce driver overhead.

- Using low overhead graphic APIs.

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• Low overhead graphics & compute API.

• Explicit control over command execution on the GPU. “Not a closed box”.

• Multi-threading friendly, allows better CPU usage.

• SPIR-V: Shaders represented in intermediate state, therefore fast compile & private.

• Vulkan is Coming to Android! (And so is OpenGL ES 3.2)

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Geometry Shader

Geometry Instancing

OVR_multiview / OVR_multiview2

Resubmit Cmd Buffers

Dynamic State Change

More to come

Techniques to draw for VR

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Tracking

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John CampbellTriangular Pixels

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Unseen Diplomacy on the ViveTriangular Pixels

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DesigningVirtual Reality Experiences

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Comfort Performance! (!!)

Interaction

Key design principles

Immersion

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Comfort & Design

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Convergence

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Keeping velocity constant

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The Environment

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People have fears and they feel them in VR.

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The camera has free will. Respect it.

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Never lock the camera. Always maintain head tracking.

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Guiding the user using light

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Positional sound for immersion and guidance

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Make it beautiful

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Indoor Wayfinding Augmented Reality Measurement

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What’s Next?Get started with Google Cardboardwww.google.com/cardboard/

Check Project Tangowww.google.com/atap/project-tango/

youtube.com/GoogleDevelopers

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Questions? Feedback? Forgot something? Requests? Complains?

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#

+Shanee Nishry@Lunarsong

Thank You!