DEPARTMENT of INFORMATICS Evaluation of Rendering Optimizations for Virtual Reality Applications in Vulkan
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VR Headset Comparison
VR Headset Comparison All data correct as of 1st May 2019 Enterprise Resolution per Tethered or Rendering Special Name Cost ($)* Available DOF Refresh Rate FOV Position Tracking Support Eye Wireless Resource Features Announced Works with Google Subject to Mobile phone 5.00 Yes 3 60 90 None Wireless any mobile No Cardboard mobile device required phone HP Reverb 599.00 Yes 6 2160x2160 90 114 Inside-out camera Tethered PC WMR support Yes Tethered Additional (*wireless HTC VIVE 499.00 Yes 6 1080x1200 90 110 Lighthouse V1 PC tracker No adapter support available) HTC VIVE PC or mobile ? No 6 ? ? ? Inside-out camera Wireless - No Cosmos phone HTC VIVE Mobile phone 799.00 Yes 6 1440x1600 75 110 Inside-out camera Wireless - Yes Focus Plus chipset Tethered Additional HTC VIVE (*wireless tracker 1,099.00 Yes 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro adapter support, dual available) cameras Tethered All features HTC VIVE (*wireless of VIVE Pro ? No 6 1440x1600 90 110 Lighthouse V1 and V2 PC Yes Pro Eye adapter plus eye available) tracking Lenovo Mirage Mobile phone 399.00 Yes 3 1280x1440 75 110 Inside-out camera Wireless - No Solo chipset Mobile phone Oculus Go 199.00 Yes 3 1280x1440 72 110 None Wireless - Yes chipset Mobile phone Oculus Quest 399.00 No 6 1440x1600 72 110 Inside-out camera Wireless - Yes chipset Oculus Rift 399.00 Yes 6 1080x1200 90 110 Outside-in cameras Tethered PC - Yes Oculus Rift S 399.00 No 6 1280x1440 90 110 Inside-out cameras Tethered PC - No Pimax 4K 699.00 Yes 6 1920x2160 60 110 Lighthouse Tethered PC - No Upscaled -
Kinematics Study of Motion
Kinematics Study of motion Kinematics is the branch of physics that describes the motion of objects, but it is not interested in its causes. Itziar Izurieta (2018 october) Index: 1. What is motion? ............................................................................................ 1 1.1. Relativity of motion ................................................................................................................................ 1 1.2.Frame of reference: Cartesian coordinate system ....................................................................................................................................................................... 1 1.3. Position and trajectory .......................................................................................................................... 2 1.4.Travelled distance and displacement ....................................................................................................................................................................... 3 2. Quantities of motion: Speed and velocity .............................................. 4 2.1. Average and instantaneous speed ............................................................ 4 2.2. Average and instantaneous velocity ........................................................ 7 3. Uniform linear motion ................................................................................. 9 3.1. Distance-time graph .................................................................................. 10 3.2. Velocity-time -
Short Range Object Detection and Avoidance
Short Range Object Detection and Avoidance N.F. Jansen CST 2010.068 Traineeship report Coach(es): dr. E. García Canseco, TU/e dr. ing. S. Lichiardopol, TU/e ing. R. Niesten, Wingz BV Supervisor: prof.dr.ir. M. Steinbuch Eindhoven University of Technology Department of Mechanical Engineering Control Systems Technology Eindhoven, November, 2010 Abstract The scope of this internship is to investigate, model, simulate and experiment with a sensor for close range object detection for the purpose of the Tele-Service Robot (TSR) robot. The TSR robot will be implemented in care institutions for the care of elderly and/or disabled. The sensor system should have a supporting role in navigation and mapping of the environment of the robot. Several sensors are investigated, whereas the sonar system is the optimal solution for this application. It’s cost, wide field-of-view, sufficient minimal and maximal distance and networking capabilities of the Devantech SRF-08 sonar sensor is decisive to ultimately choose this sensor system. The positioning, orientation and tilting of the sonar devices is calculated and simulations are made to obtain knowledge about the behavior and characteristics of the sensors working in a ring. Issues surrounding the sensors are mainly erroneous ranging results due to specular reflection, cross-talk and incorrect mounting. Cross- talk can be suppressed by operating in groups, but induces the decrease of refresh rate of the entire robot’s surroundings. Experiments are carried out to investigate the accuracy and sensitivity to ranging errors and cross-talk. Eventually, due to the existing cross-talk, experiments should be carried out to decrease the range and timing to increase the refresh rate because the sensors cannot be fired more than only two at a time. -
Immersive Virtual Reality Methods in Cognitive Neuroscience and Neuropsychology: Meeting the Criteria of the National Academy Of
Immersive virtual reality methods in cognitive neuroscience and neuropsychology: Meeting the criteria of the National Academy of Neuropsychology and American Academy of Clinical Neuropsychology Panagiotis Kourtesisa,b,c,d* and Sarah E. MacPhersone,f aNational Research Institute of Computer Science and Automation, INRIA, Rennes, France; bUniv Rennes, Rennes, France; cResearch Institute of Computer Science and Random Systems, IRISA, Rennes, France; dFrench National Centre for Scientific Research, CNRS, Rennes, France. eHuman Cognitive Neuroscience, Department of Psychology, University of Edinburgh, Edinburgh, UK; fDepartment of Psychology, University of Edinburgh, Edinburgh, UK; * Panagiotis Kourtesis, National Research Institute of Computer Science and Automation, INRIA, Rennes, France. Email: [email protected] Abstract Clinical tools involving immersive virtual reality (VR) may bring several advantages to cognitive neuroscience and neuropsychology. However, there are some technical and methodological pitfalls. The American Academy of Clinical Neuropsychology (AACN) and the National Academy of Neuropsychology (NAN) raised 8 key issues pertaining to Computerized Neuropsychological Assessment Devices. These issues pertain to: (1) the safety and effectivity; (2) the identity of the end-user; (3) the technical hardware and software features; (4) privacy and data security; (5) the psychometric properties; (6) examinee issues; (7) the use of reporting services; and (8) the reliability of the responses and results. The VR Everyday Assessment Lab (VR-EAL) is the first immersive VR neuropsychological battery with enhanced ecological validity for the assessment of everyday cognitive functions by offering a pleasant testing experience without inducing cybersickness. The VR-EAL meets the criteria of the NAN and AACN, addresses the methodological pitfalls, and brings advantages for neuropsychological testing. -
The Application of Virtual Reality in Engineering Education
applied sciences Review The Application of Virtual Reality in Engineering Education Maged Soliman 1 , Apostolos Pesyridis 2,3, Damon Dalaymani-Zad 1,*, Mohammed Gronfula 2 and Miltiadis Kourmpetis 2 1 College of Engineering, Design and Physical Sciences, Brunel University London, London UB3 3PH, UK; [email protected] 2 College of Engineering, Alasala University, King Fahad Bin Abdulaziz Rd., Dammam 31483, Saudi Arabia; [email protected] (A.P.); [email protected] (M.G.); [email protected] (M.K.) 3 Metapower Limited, Northwood, London HA6 2NP, UK * Correspondence: [email protected] Abstract: The advancement of VR technology through the increase in its processing power and decrease in its cost and form factor induced the research and market interest away from the gaming industry and towards education and training. In this paper, we argue and present evidence from vast research that VR is an excellent tool in engineering education. Through our review, we deduced that VR has positive cognitive and pedagogical benefits in engineering education, which ultimately improves the students’ understanding of the subjects, performance and grades, and education experience. In addition, the benefits extend to the university/institution in terms of reduced liability, infrastructure, and cost through the use of VR as a replacement to physical laboratories. There are added benefits of equal educational experience for the students with special needs as well as distance learning students who have no access to physical labs. Furthermore, recent reviews identified that VR applications for education currently lack learning theories and objectives integration in their design. -
Openimageio 1.7 Programmer Documentation (In Progress)
OpenImageIO 1.7 Programmer Documentation (in progress) Editor: Larry Gritz [email protected] Date: 31 Mar 2016 ii The OpenImageIO source code and documentation are: Copyright (c) 2008-2016 Larry Gritz, et al. All Rights Reserved. The code that implements OpenImageIO is licensed under the BSD 3-clause (also some- times known as “new BSD” or “modified BSD”) license: Redistribution and use in source and binary forms, with or without modification, are per- mitted provided that the following conditions are met: • Redistributions of source code must retain the above copyright notice, this list of condi- tions and the following disclaimer. • Redistributions in binary form must reproduce the above copyright notice, this list of con- ditions and the following disclaimer in the documentation and/or other materials provided with the distribution. • Neither the name of the software’s owners nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIB- UTORS ”AS IS” AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FIT- NESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUD- ING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABIL- ITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -
Design Architecture in Virtual Reality
Design Architecture in Virtual Reality by Anisha Sankar A thesis presented to the University of Waterloo in fulfillment of the thesis requirement for the degree of Master of Architecture Waterloo, Ontario, Canada, 2019 © Anisha Sankar 2019 Author’s Declaration I hereby declare that I am the sole author of this thesis. This is a true copy of the thesis, including any required final revisions, as accepted by my examiners. I understand that my thesis may be made electronically available to the public. - iii - Abstract Architectural representation has newly been introduced to Virtual Real- ity (VR) technology, which provides architects with a medium to show- case unbuilt designs as immersive experiences. Designers can use specialized VR headsets and equipment to provide a client or member of their design team with the illusion of being within the digital space they are presented on screen. This mode of representation is unprec- edented to the architectural field, as VR is able to create the sensation of being encompassed in an environment at full scale, potentially elic- iting a visceral response from users, similar to the response physical architecture produces. While this premise makes the technology highly applicable towards the architectural practice, it might not be the most practical medium to communicate design intent. Since VR’s conception, the primary software to facilitate VR content creation has been geared towards programmers rather than architects. The practicality of inte- grating virtual reality within a traditional architectural design workflow is often overlooked in the discussion surrounding the use of VR to rep- resent design projects. This thesis aims to investigate the practicality of VR as part of a de- sign methodology, through the assessment of efficacy and efficiency, while studying the integration of VR into the architectural workflow. -
Learn More: Windows Mixed Reality Platform + Steamvr
NOT FOR USE IN INDIA FAQ HP REVERB VR HEADSET PROFESSIONAL EDITION, STEAMVR & WINDOWS MIXED REALITY 2 1.0 STEAMVR 3 2.0 HP REVERB VR HEADSET PRO EDITION 6 3.0 WINDOWS MIXED REALITY 7 LEARN MORE: WINDOWS MIXED 4.0 GENERAL VR REALITY PLATFORM + STEAMVR Frequently asked questions about HP’s professional head-mounted display (HMD) - built on the Windows Mixed Reality (WMR) platform - and integration with SteamVR. The HP Reverb Virtual Reality Headset - Professional Edition offers stunning immersive computing with significant ease of setup and use in a cost effective solution. This solution is well suited for Engineering Product Dev and design reviews, AEC (Architecture, Engineering & Construction) reviews, location-based entertainment, and MRO (Maintenance, Repair and Overhaul) training use environments. HIGHLIGHT: Take advantage of the complete Windows 10 Mixed Reality and SteamVR ecosystems. The HP Reverb VR Headset Pro HP Reverb Virtual Reality Headset - Professional Edition is not recommended for children under the age of Edition is built on the Windows IMPORTANT NOTE: 13. All users should read the HP Reverb Virtual Reality Headset - Professional Edition User Guide to reduce the risk of personal Mixed Reality platform. injury, discomfort, property damage, and other potential hazards and for important information related to your health and Integration with SteamVR safety when using the headset. Windows Mixed Reality requires Windows 10 October 2018 Update installed on the workstation requires the Windows Mixed or PC. Features may require software or other 3rd-party applications to provide the described functionality. To minimize the Reality bridge app. possibility of experiencing discomfort using a VR application, ensure that the PC system is equipped with the appropriate graphics and CPU for the VR application. -
UPDATED Activate Outlook 2021 FINAL DISTRIBUTION Dec
ACTIVATE TECHNOLOGY & MEDIA OUTLOOK 2021 www.activate.com Activate growth. Own the future. Technology. Internet. Media. Entertainment. These are the industries we’ve shaped, but the future is where we live. Activate Consulting helps technology and media companies drive revenue growth, identify new strategic opportunities, and position their businesses for the future. As the leading management consulting firm for these industries, we know what success looks like because we’ve helped our clients achieve it in the key areas that will impact their top and bottom lines: • Strategy • Go-to-market • Digital strategy • Marketing optimization • Strategic due diligence • Salesforce activation • M&A-led growth • Pricing Together, we can help you grow faster than the market and smarter than the competition. GET IN TOUCH: www.activate.com Michael J. Wolf Seref Turkmenoglu New York [email protected] [email protected] 212 316 4444 12 Takeaways from the Activate Technology & Media Outlook 2021 Time and Attention: The entire growth curve for consumer time spent with technology and media has shifted upwards and will be sustained at a higher level than ever before, opening up new opportunities. Video Games: Gaming is the new technology paradigm as most digital activities (e.g. search, social, shopping, live events) will increasingly take place inside of gaming. All of the major technology platforms will expand their presence in the gaming stack, leading to a new wave of mergers and technology investments. AR/VR: Augmented reality and virtual reality are on the verge of widespread adoption as headset sales take off and use cases expand beyond gaming into other consumer digital activities and enterprise functionality. -
XR-3 & VR-3 Product Book
XR-3 & VR-3 Product Book Varjo XR-3 and Varjo VR-3 unlock new professional applications and make photorealistic mixed reality and virtual reality more accessible than ever, allowing professionals to see clearer, perform better and learn faster. See everything – from the big picture to the smallest detail • 115° field of view • Human-eye resolution at over 70 pixels per degree • Color accuracy that mirrors the real world Natural interactions and enhanced realism • World’s fastest and most accurate eye tracking delivers optimized visuals through foveated rendering • Integrated Ultraleap™ hand tracking ensures natural interactions. Wearable for hours on end • Improved comfort with 3-point precision fit headband, 40% lighter weight, and active cooling • Automatic IPD and sophisticated optical design reduce eye strain and simulator sickness Complete software compatibility Unity™, Unreal Engine™, OpenXR 1.0 (early 2021) and a broad range of professional 3D software, including Autodesk VRED™, Lockheed Martin Prepar3d™, VBS BlueIG™ and FlightSafety Vital™ Varjo XR-3: The only photorealistic mixed reality headset. Varjo XR-3 delivers the most immersive mixed reality experience ever constructed, featuring photorealistic visual fidelity across the widest field of view (115°) of any XR headset. And with depth awareness, real and virtual elements blend together naturally. Headset Varjo Subscription (1 year)* €5495 €1495 LiDAR and stereo RGB video pass-through deliver seamless merging of real and virtual for perfect occlusions and full 3D world reconstruction. Inside-out tracking vastly improves tracking accuracy and removes the need for SteamVR™ base stations. *Device and a valid subscription (or offline unlock license) are both required for using XR-3 Varjo VR-3: Highest-fidelity VR. -
ATI Radeon™ HD 2000 Series Technology Overview
C O N F I D E N T I A L ATI Radeon™ HD 2000 Series Technology Overview Richard Huddy Worldwide DevRel Manager, AMD Graphics Products Group Introducing the ATI Radeon™ HD 2000 Series ATI Radeon™ HD 2900 Series – Enthusiast ATI Radeon™ HD 2600 Series – Mainstream ATI Radeon™ HD 2400 Series – Value 2 ATI Radeon HD™ 2000 Series Highlights Technology leadership Cutting-edge image quality features • Highest clock speeds – up to 800 MHz • Advanced anti-aliasing and texture filtering capabilities • Highest transistor density – up to 700 million transistors • Fast High Dynamic Range rendering • Lowest power for mobile • Programmable Tessellation Unit 2nd generation unified architecture ATI Avivo™ HD technology • Superscalar design with up to 320 stream • Delivering the ultimate HD video processing units experience • Optimized for Dynamic Game Computing • HD display and audio connectivity and Accelerated Stream Processing DirectX® 10 Native CrossFire™ technology • Massive shader and geometry processing • Superior multi-GPU support performance • Enabling the next generation of visual effects 3 The March to Reality Radeon HD 2900 Radeon X1950 Radeon Radeon X1800 X800 Radeon Radeon 9700 9800 Radeon 8500 Radeon 4 2nd Generation Unified Shader Architecture y Development from proven and successful Command Processor Sha S “Xenos” design (XBOX 360 graphics) V h e ade der Programmable r t Settupup e x al Z Tessellator r I Scan Converter / I n C ic n s h • New dispatch processor handling thousands of Engine ons Rasterizer Engine d t c r e r u x ar e c t f -
Codexl 2.6 GA Release Notes
CodeXL 2.6 GA Release Notes Contents CodeXL 2.6 GA Release Notes ....................................................................................................................... 1 New in this version .................................................................................................................................... 2 System Requirements ............................................................................................................................... 2 Getting the latest Radeon™ Software release .......................................................................................... 3 Radeon software packages can be found here: .................................................................................... 3 Fixed Issues ............................................................................................................................................... 3 Known Issues ............................................................................................................................................. 4 Support ..................................................................................................................................................... 5 Thank you for using CodeXL. We appreciate any feedback you have! Please use the CodeXL Issues Page to provide your feedback. You can also check out the Getting Started guide and the latest CodeXL blog at GPUOpen.com This version contains: • For 64-bit Windows® platforms o CodeXL Standalone application o CodeXL Remote Agent