690 likes | 798 Views
Register to watch this on-demand webinar at http://info.nvidianews.com/proviz-webinar-series-provr.html Discover the coming innovations in the use of virtual reality for building design, share new technologies and VR workflow integrations that are being used today, and get a look at what’s coming next in VR from NVIDIA. Key takeaways: - Learn about our VR technologies and solutions, pro apps for VR, and professional VR best practices. - Hear how the AEC industry is integrating VR into their clients’ design experiences. - Share your findings in the role of VR for immersive building design and ask questions during the live chat session. Presented by Dave Weinstein, Andrew Rink, and Ron Swidler.
E N D
Building New Realities in AEC with NVIDIA Quadro VR November 1, 2016
INTRO TO PROFESSIONAL VR - DAVID WEINSTEIN, NVIDIA
VIRTUAL REALITY & AUGMENTED REALITY “Any sufficiently advanced technology is indistinguishable from magic.” - Arthur Clarke, 1975 Image Courtesy of Magic Leap Image Courtesy of Microsoft “The future is already here —it’s just not very evenly distributed.” - William Gibson, 2003
Gaming Sports PERSONAL ENTERTAINMENT VR Movies Concerts Travel Retail
QUADRO PROFESSIONAL VR/AR MEDICAL ARCHITECTURE DIGITAL CONTENT CREATION MANUFACTURING COLLABORATION DESIGN
VALUE OF PRO VR VALUE OF VR EXPERIENCE EFFICIENT COLLABORATION NATURAL INTERACTION SCALE
VIEW FROM THE PRECIPICE - RON SWIDLER, THE GETTYS GROUP 7
Gettys + VR for NVIDIA Pro VR Summit 2016
“…a strange and beautiful object that we call an idea.”
How do we presently share our strange and beautiful ideas?
Phases: Concept…buy-in Design Development…approval Pricing…funding Revisions/Const. Docs…sign-off Building…const. admin. Completion…
“…we have to move past the spectacle and into the storytelling.”
Gettys + VR where are we now?
What Gettys is doing: Promoting VR Offering trial VR Demoing VR Buying into VR
INFLECTION POINT IN PRO VR Viewing a glass fissure computed in a 5-Million atom molecular dynamics nanoscale simulation. Data from University of Southern California. Visualization by the Argonne Leadership Computing Facility and the UIC Electronic Visualization Laboratory (EVL), and viewed in EVL’s CAVE2™ Hybrid Reality Environment.
VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Touch
DISPLAY Challenges High-resolution: 60 PPD (20/20) Large Field Of View: 110 degrees Fast refresh: 90 Hz Light: 1 pound Cheap: Hundreds of dollars Solutions Tethered - Oculus Rift - HTC Vive Untethered - GearVR - Google Cardboard
RENDERING Ultra-High Resolution and Frame Rate TRADITIONAL = 60 MP/S (1920 X 1080 @ 30 FPS) VIRTUAL REALITY = 450 MP/S (3024 X 1680* @ 90 FPS) 1080 1680 1920 1512 1512 *VR render resolution
VR PERFORMANCE DEMANDS Ultra-Low Latency Motion to Photon: ≤ 20 ms
QUADRO PASCAL: P5000 & P6000 10 GHz PASCAL ARCHITECTURE 16NM FF G5X CRAFTSMANSHIP SIMULTANEOUS MULTI-PROJECTION & PRE-EMPTION
TRACKING Challenges Vive - Lighthouse Fast update (60Hz) Accuracy: accurate position must be less than 3mm Easy to use, convenient, lightweight, cheap devices Solutions Optical sensing Mechanical trackers Magnetic trackers Acoustic trackers Inertial trackers Outside in solution: VR headset and its controllers are tracked through the use of area-sweeping lasers Warped Image Rendered Image
TRACKING USING “SLAM” Inside Looking Out What is SLAM Map and update an environment while keeping track of an agent location within it Usage of SLAM Augmented reality, indoor navigation, 3D mapping, self-driving cars, etc. Products Tango in mobile devices Hololens Warped Image Rendered Image
VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Haptics
SIMULATING AUDIO IN VR SYNTHESIS DIRECTION PROPAGATION Location of Incoming Sound How Sound Moves in Space Creation of Source Sounds
HAPTICS Collision Detection & Deformation Modeling FORCE FRICTION RESTITUTION PhysX API PhysX Constraint Solver Haptics Layer
HAPTIC DEVICES External Contact Body Suit Glove Simulate touch using vibration. Example: gloveOne Simulate touch using external props. Examples: THE VOID, HapticWave, surgical simulation Simulate touch using full body suit via direct contact. Example: teslasuit Rendered Image
REALISTIC PHYSICS Simulating behavior in VR PHYSX FLEX DESTRUCTION HAIRWORKS FLOW CLOTH 42
NVIDIA VRWORKS Comprehensive SDK for VR Developers GRAPHICS TOUCH & PHYSICS HEADSET AUDIO PROFESSIONAL VIDEO
VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Touch
UX/UI IN VR Today Inputs and UI UI/UX for VR Use direct and natural manipulation, such as: speech, touch, gaze Rendered Image Not the right UX for VR
PROFESSIONAL VR WORKFLOWS FOR THE AEC INDUSTRY - ANDREW RINK, NVIDIA 49
VIRTUAL REALITY FOR ENTERPRISE WORKFLOWS VR / AR / MR for the AEC Industry VIRTUAL REALITY AUGMENTED REALITY MIXED REALITY 50