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Submission + - DreamWorks Reveals Glimpse of 'Super Cinema' Format for VR Films (roadtovr.com)

An anonymous reader writes: Warren Mayoss, Head of Technology Product Development at DreamWorks Animation, spoke at the 2014 Samsung Developer Conference last week about the company's forays into the young medium of virtual reality. In addition to real-time experiences, DreamWorks is exploring ways to enabled their bread and butter in VR: high-fidelity pre-rendered CGI. One method the company is exploring is a 'Super Cinema' format: pre-rendered 360 degree 3D frames to be projected around the user in virtual reality. On stage, Mayoss showed a video glimpse of the format using assets from the company's 'How to Train Your Dragon' franchise.

Submission + - Jaunt Puts Viewers Live on Stage with Paul McCartney in 360 degree 3D VR Footage (roadtovr.com)

An anonymous reader writes: Jaunt, who have raised more than $34 million in investments for their proprietary 360 degree 3D recording technology, today released their first publicly available content, an on-stage performance of Paul McCartney's 'Live and Let Die,' recorded in front of 70,000 fans at Candlestick Park in San Francisco earlier this year. The content, which is available at first in the form of an Android app for use with Google Cardboard and other smartphone VR adapters, lets users experience the performance in 360 degree video and audio from the crowd, backstage, and right next to McCartney. Jaunt says that the experience will soon be available on the Oculus Rift and Gear VR headsets.

Submission + - Kinect May Have Jaded Gamers on Motion, But Next-gen VR Input Impresses (roadtovr.com)

An anonymous reader writes: Kinect promised way more than it could ever deliver. Even Microsoft quickly abandoned their brazen move to include the Kinect 2 with all Xbox Ones. But just because the Kinect flopped doesn't mean that motion input is dead. Virtual reality's need for precise and natural input systems has caused a resurgence in R&D relating to motion input. Sixense's made-for-VR 'STEM' motion input controller uses a highly accurate hybrid of inertial and magnetic tracking technology. When translated to gameplay the results are nothing short of impressive, as shown in a new demo from the company which has players accurately hitting a ping pong ball and even imparting realistic spin.

Submission + - DreamWorks Animation's Warren Mayoss Shares Insights for New VR Developers (roadtovr.com)

An anonymous reader writes: Last week at Samsung's Developer Conference 2014, DreamWorks Animation's Warren Mayoss, Head of Technology Product Development, took to the keynote to proclaim that DreamWorks was working on VR with both the Oculus Rift and Samsung's mobile Gear VR headset. For developers interested in jumping into VR development, Mayoss shared insights that company has learned during their own experimentation and development.

Submission + - Preview 3 of Jaunt's Made-for-VR 360 3D Short Films (roadtovr.com)

An anonymous reader writes: Jaunt (http://www.jauntvr.com/), a company that's raised more than $34 million to create a platform for live-action cinematic virtual reality experiences, has set out to demonstrate their toolset by producing three made-for-VR short films that are shot in 360 degrees and in 3D. Road to VR has an exclusive preview of the films which the company says will have interactive trailers released very soon for Oculus Rift and Android (for use with Cardboard and other smartphone VR adapters).

Submission + - Hands-on with Fove's First Eye-tracking HMD Prototype (roadtovr.com)

muterobert writes: Eye-tracking is the future of VR Head mounted displays. Ben Lang gets to try out Fove's first publicly demonstrated prototype which detects where you're looking and uses that information as input for games and applications.

"Kojima walked me through a few different experiences demonstrating the eye tracking capabilities of the Fove HMD. The first had me in a dark city street with some futuristic-looking super-soldiers lined up before me. Looking at them caused me to shoot them and one after another they dropped to the ground after being blasted by my eyes."

Submission + - 'UniverseVR' Let's You Visualize 20 Billion Galaxies Using the Oculus Rift (roadtovr.com)

An anonymous reader writes: 'UniverseVR' uses data from the 'Millennium Simulation Project' to allow the real-time interactive VR visualization of some 20 billion galaxies. The Millennium Simulation Project (http://bit.ly/10i2nCg), run by the Max Planck Institute for Astrophysics, used more than a month of supercomputing time to simulate the evolution of billions of galaxies in a section of our universe that's 2 billion light-years wide. UniverseVR let's users explore the visualization of this simulation inside the Oculus Rift.

Submission + - 'NewRetroArcade' Uses VR to Send Players to a Brilliantly Detailed 80's Arcade (roadtovr.com)

An anonymous reader writes: Ever wish you could revisit the classic arcades of the 80's? Well grab an Oculus Rift and fire up your PC, because your wish just came true. Developer Digital Cybercherries (http://digitalcybercherries.com/) has just released 'NewRetroArcade', a brilliantly detailed 80's arcade with playable arcade machines—with classic games from the 80's and early 90's—bowling, basketball, darts, and more. Using the Oculus Rift, players feels as if they're strolling through the corridors of arcade machines, all blinking and buzzing for their attention. The best part? NewRetroArcade is completely free. The game is built on UE4 and represents an impressive benchmark for the kind of detailed scenes that indies can create within the game engine.

Submission + - Epic Games Talk Optimization: Getting 'Showdown' to 90 FPS in UE4 on Oculus Rift (roadtovr.com)

An anonymous reader writes: Oculus has repeatedly tapped Epic Games to whip up demos to show off new iterations of Oculus Rift VR headset hardware. The latest demo, built in UE4, is 'Showdown', an action-packed scene of slow motion explosions, bullets, and debris. The challenge? Oculus asked Epic to make it run at 90 FPS to match the 90 Hz refresh rate of the latest Oculus Rift 'Crescent Bay' prototype. At the Oculus Connect conference, two of the developers from the team that created the demo share the tricks and tools they used to hit that target on a single GPU.

Submission + - Nimble Sense Aims to Bring Time-of-flight Depth-sensing to VR on the Cheap (roadtovr.com)

An anonymous reader writes: Today Nimble VR launches a Kickstarter campaign for Nimble Sense, a natural input controller that the company says was designed for virtual reality input, but flexible enough for other user interaction. And while Nimble Sense doesn’t at first appear to be much different than Leap Motion, the company says they’re using ‘time-of-flight’ depth sensing technology, like what’s used in the Kinect 2, which they say has unique benefits. The company claims to have “achieved a breakthrough in the accuracy, cost, and power consumption” of time-of-flight sensors, and they're aiming to bring the tech to the world of VR at an affordable price point: starting at $99, which includes the camera and a mount for the Oculus Rift DK2 headset.

Submission + - 'World of Comenius' Brings Virtual Reality Into the Classroom in a Big Way (roadtovr.com)

An anonymous reader writes: 'World of Comenius' uses the Oculus Rift DK2 VR headset and Leap Motion natural input controller to enable students to intuitively interact with software to learn about human anatomy. With the Leap Motion mounted to the Oculus Rift, users reach out to manipulate a skeletal model with removable bones and organs. Students can even zoom into the bloodstream and watch as blood cells make their way through the body. 'World of Comenius' developer Solirax partnered with the Mendel Grammar School in Opava City, Czech Republic to bring a fleet of the VR systems into the classroom to give students their first lesson in virtual reality education.

Submission + - New Oculus SDK Adds Experimental Linux Support and Unity Free for Rift Headset (roadtovr.com)

An anonymous reader writes: Oculus, creator of the Rift VR headset, has released a new version of their SDK which brings with it long sought after support for Linux, which the company says is "experimental". Linux support was previously unavailable since the launch of the company's second development kit, the DK2 (http://www.oculus.com/dk2/). The latest SDK update also adds support for Unity Free (https://unity3d.com/unity/download), the non-commercial version of the popular game authoring engine. Previously, Unity developers needed the Pro version—costing $1,500 or $75/month—to create experiences for the Oculus Rift.

Submission + - Oculus Hiring Programmers, Hardware Engineers, and More for VR Research Division (roadtovr.com)

An anonymous reader writes: Buried toward the end of the must-watch keynote (http://bit.ly/1vQHUzD) by Oculus VR's Chief Scientist, Michael Abrash, was the announcement of a new research division within Oculus which Abrash says is the “first complete, well funded VR research team in close to 20 years.” He says that their mission is to advance VR and that the research division will publish its findings and also work with university researchers. The company is now hiring "first-rate programmers, hardware engineers, and researchers of many sorts, including optics, displays, computer vision and tracking, user experience, audio, haptics, and perceptual psychology," to be part of Oculus Research.

Submission + - Simple Hack Enables VR Mode for Oculus Rift in 'Alien: Isolation' (roadtovr.com)

An anonymous reader writes: In a surprising appearance at E3 2014, Oculus showed a virtual reality demo version of Creative Assembly's forthcoming first-person horror game, Alien: Isolation. Despite intense reactions to the demo (http://bit.ly/1lrinsT), the publisher stated that the full game would not feature Oculus Rift support. However, intentional or not, the developer left the code hidden in the game which can be enabled with a simple hack, leading to full support for the Oculus Rift including positional tracking.

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