VR--Expanding the virtual horizon, swimming the future of dreams and reality

If you haven't seen people experience virtual reality (VR) for the first time, I highly recommend that you feel it. Whether it is a seven-year-old child or a 70-year-old man, after wearing glasses, they can't help but dance like an actor, stretching their necks and staring at the virtual space around them, as if suddenly entering a new world dimension. Then, they will be excited to share the prospect of the eye, "Look!" "You really should look!" This reminds me of the days when the Walkman rose. We excitedly spoke loudly to the opposite person, but forgot the song. Only you can hear it. This introduces VR very well: this is an exciting new thing that can immediately attract you, so you can't help but want to share it with others. Indeed, Facebook’s acquisition of Oculus shows that they have seen the huge potential of VR for social media. Imagine such a future scene is not difficult: we sit in a virtual coffee shop, chat with the life-like heads of friends and family; or browse VR videos and 360-degree panoramic photos on your favorite social network, but in reality, you just wear Pajamas sit on the sofa at home. The outlook for VR's future development is ubiquitous. However, we still need to wait and see how VR will be used and consumed in the future. For now, there are other technologies that have the same potential and influence as VR, such as Augmented Reality (AR) from the same family as VR. In this article, I will discuss today's VR market and the challenges it faces, and introduce techniques that enable VR.

The game is considered to be the first domain to be adopted by VR, although it is only one of many potential uses of VR technology. VR technology opens up a whole new world, allowing game developers to create a higher level of immersion and create new game mechanics, experiences and control methods that are absolutely impossible with traditional technology. When mobile games first came out, many developers simply ported traditional games to mobile platforms. This practice was abandoned because it could not be realized. The different control methods and form factors, diverse user and usage patterns, and the disappointing expectations of the mobile market have prompted developers to rethink the core of mobile gaming. From the migration of PCs and TVs to mobile devices, the game itself has suffered far more than expected. Today, mobile games still share brands with PCs and video games. Although we can already support the same image content on high-end devices, the gaming industry has mastered how to adapt traditional games to the mobile market and develop completely different game types for the mobile market. This transformation has driven the rapid growth of the mobile gaming market. Sometimes, mobile games have even surpassed traditional PC and TV games.

We are in a new round of exploration: how to better apply VR to games, what works and what doesn't. Everyone is exploring and trying to grasp this once-in-a-lifetime opportunity. The next few years will be the moment to witness the miracle, and we will witness the development and evolution of VR. Historical experience tells us that while a fully immersive game can create a more immersive sensory experience, the feeling of being shot by an alien is only terrifying. In contrast, the gentle form of entertainment, although at first glance, is nothing special, but it is usually more impressive. Of course, it does not rule out that many developers feel that it is a matter of pride to be scary during the day. Some players are also happy to experience what the world's largest virtual roller coaster feels. Market demand is diverse, so I don't want to generalize. The diversified applications in the Oculus Store tell us that “experience” and “concept” will each create a new form of entertainment. Even with the addition of subtle interactive elements, it's possible to create a new "game."

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nDreams, experience the perfect beach in virtual reality

Now, it is difficult to find which creative industry does not consider the potential impact of VR movies, photos and live broadcasts. For the media, VR will be very popular. Stand in the middle of the field, join your favorite sporting event, or visit a major news event, or watch an actor sitting on the side of the body win the Oscar for the dream, or occupy the front or center of the next presidential inauguration of the United States. Good location. Journalists, theatres, artists, musicians, educational centers and museums are poised to explore the possibilities of applying VR. Although standardized video and image containers and metadata technologies are not yet mature and urgent to develop, professional cameras capable of capturing 360° panoramic video and photos have quietly appeared. In addition, people also have great interest in consumer VR cameras. In the near future, we will be able to take pictures of cats’ birthdays, family holidays, and baby videos that make you laugh through VR. I believe this will detonate. A new round of social sharing frenzy. When discussing VR video sharing, Facebook's chief product officer Chris Cox said: "You will do this, Beyoncé is no exception." Currently, both Facebook and YouTube have supported 360° VR video streaming and related projects to further improve quality standards. Google Jump is an example.

Not all VR videos are recorded in the traditional sense of real-life recording. Oculus Film Studio is exploring the use of game engine technology to tell an animated story – rendering the story instead of replaying it after the shoot. The concept of “telling stories with VR” has inspired many imaginations. However, the first time I tried to combine movies and games, the producers who dared to eat crabs also tasted the painful lesson: although the integrated game technology can create a immersive and stronger storyline, the interactive elements and the storyline are casually mixed. It will only create an experience that is not like four. Even with a lot of challenges, using rendering is still a good technology choice. Roughly calculated, HD stereo VR movies have an order of magnitude higher video streaming and encoding than ordinary HD video. If you use traditional methods for video capture, compression, and streaming, a lot of production process will be wasted, and about 5/6 of the 360° shots will not be displayed on the screen. If we can consider from the perspective of user framing, we can do better. This new way of thinking is especially useful for content rendering and further highlights the advantages of view-adaptive technology. From the new technologies being developed by OTOY and 8i, or the rapid growth of light field camera related and new fields, we can easily find that GPU-centric video technology is making rapid progress. This is a fast-growing area and we hope that the entire industry can keep up.

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Huang et al's field stereoscopic stereoscope

Achieve the challenge of high quality VR

High-quality mobile VR not only has higher requirements for GPUs, but also a great challenge for the entire system. The thermal limit is an important parameter of the VR device. To ensure that the device does not exceed the thermal limit during the running time, many components need to be redesigned to achieve ultra-low latency, zero copy path, and strict power consumption for video, GPU and display. management. Linux systems require less real-time operation, but low-latency VR applications require near real-time system operation. Therefore, inter-thread communication and thread priority, dynamic frequency modulation (DVFS) and other subtle changes in system integration will have an impact on the robustness of the "photon motion" critical path. Regardless of VR, an Android application needs to be triple buffered by the operating system, and only the image submission path will have a delay of 50ms. Although the final effect is still decent, the short-term video experience is good, but the delay in the eyes and screen is very obvious. In this way, if you don't see it for too long, the delay will make people uncomfortable and even feel sick. Even if you watch relatively static content, it will not change much. Although the VR experience is impressive, the focus of industry development is to bring high-quality VR products to the mass market. Only in this way can we further unlock its huge potential for development.

The industry's common "photon motion" delay is up to 20ms. Below 20ms, the delay is hard to detect. For standard panels with a refresh rate of 60 frames per second (16 milli/frame), this goal is difficult to achieve; but through a combination of technologies, Samsung Gear VR devices are now available:

• "Asynchronous Time Warp" process

• Direct rendering to the display prebuffer

• Use low-continuous OLED displays

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Once through the application framework, the application can collect the latest head tracking data and render the current world into an "eyebuffer" (a special texture that divides the left and right eyes into logical sides). If possible, we recommend that the application run at 60 frames per second, but it is difficult to guarantee in real-world applications, so setting the target to 30 frames per second is more realistic. To ensure the frame rate and reduce the effective delay time, the asynchronously running time warping process is responsible for collecting the latest valid eyebuffer and writing it directly to the prebuffer before the display reads it. With the "context-priority" extension of the ARM Mali GPU installed, the time warping process can be rendered with a separate high-priority OpenGL ES (Embedded System Open Graphics Library) content. After submitting high-priority content, the existing rendering operations on the GPU are automatically interrupted, and the high-priority content rendering is completed before continuing the original task. With this process, the time warp can submit the rendering task in time, and the display can read the returned data again. Time warping renders the display time shorter than the application, and the resulting head tracking data is updated, which in turn adjusts the eyebuffer content to match the actual direction of the head. Time warping can only be adjusted for head rotation, but not according to head fixed position or animation scene. However, in practical applications, because the time delay of head rotation is lower than the threshold that can be noticed, the smooth experience can be form. This "just-in-time" way of rendering content to pre-buffer is best suited for low-continuous OLED displays.

For globally backlit LCD displays, the screen must illuminate a single point image in time. In contrast, the low-continuous OLED display has a short illumination time because the frame buffer has already completed reading. If the screen is level, watch it with a slow motion camera and you will see a light wave running from left to right on the panel for each frame. This allows the head to be rotated to different directions while viewing the screen and further reducing the delay.

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Although the delay time is a technical difficulty to be overcome, the demand for VR will not end. Wearing a lens on the head to enlarge the panel magnification further confirms our desire for HD panels. Even if the original resolution has reached 1440p, the panel's parallax light grid is still clearly visible; but for screens with a resolution greater than 1440p and a frame rate of more than 60 FPS, we need to spend more time on the system and further Increase the bandwidth of the external memory. As compressed video, frame buffer swapping between GPUs and displays become more important, all ARM IPs use lossless ARM frame buffer compression (AFBC) technology to minimize frame buffer memory traffic. It's also important to create an eyebuffer efficiently, without having to do the work for the left and right eyes, and the application needs to render to multiple views more efficiently. On platforms with this technology, Mali can support the "multi-view" OpenGL ES extension, allowing applications to submit drawing commands after a frame of image arrives at the drive, simultaneously completing the eyebuffer creation of the left and right eyes. This process can significantly reduce the CPU computation time required by applications and drives. At the same time, we further optimized the vertex computing power of the Midgard Mali GPU, running the eye-free part of the vertex shader, and achieving binocular sharing. Vulkan is a new cross-platform API developed by Khronos, which can further reduce CPU overhead, allowing developers to have greater control over products and promote the development of mobile VR.

VR is a groundbreaking technology that is rapidly evolving. Thanks to the popularity and power of modern mobile devices, VR is no longer just an exclusive custom desktop or console system. In order to truly realize VR and exert its potential impact on the world, mobile VR must face the mass market. As an opinion leader in this field, we are committed to driving it to continue to grow and work closely with our partners to deliver a high-quality VR experience that leverages the technology's greatest potential to achieve a better virtual world.

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