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VR 101:
The (Re)Birth of
Virtual Reality?
VR 101:
The (Re)Birth of
Virtual Reality?
Guess what? Even Apple!
360 Projection- Expo 67 / Samsung 2014
Circarama 1967
Evolution of 360 Cameras
Spherical 360 Video
Stereoscopic 360 Video
Stereoscopic Spherical 360 Video
VR Head Mounted Devices (HMD)
AR Devices
Controllers
On HMD
Switch / Motion tracking / Gesture tracking
External to HMD
External Keyboard / JoyStick / Motion tracking / Gesture tracking
Controllers
Types of VR
Live Action / Animation
- 360 Video
- Stereoscopic 3D
Real Time 3D
- Game Engine
- Interactive
Hybrid
Level of interactivity
Passive Highly
Interactive
RANGE
Strangers
with
Patrick
W
atson
Felix &
Paul Studios
The
Enem
y
by Karim
Ben
Khelifa
W
ay
to
Go
by Vincent M
orisset
“Google Cardboard is
the AOL of VR”
- Maria Korolov
Distribution Channels
OCULUS SHARE
webVR
webVR - Facebook 360
Who is producing VR
Oculus Story Studio
Jaunt VR
Framestore
Disney Imagineering
Microsoft
Sony
Niche:
Felix and Paul
BackLight Studio
Vrse (Chris Milk)
Emblematic Group
New Deal Studios
the NFB
Montréal - VR Valley?
Montréal - VR Valley
Aerospace
& defense
Tech Gaming
Montréal - VR Valley
Visual fx
Montréal - VR Valley
Tomorrow?
“This is really a new
communication platform.”
- Mark Zuckerberg
Entertainment
Immersion + Presence
Empathy
Helping
People
“Looking back, the movie and TV screens
we use today will be seen as an intermediate
step between the invention of electricity and
the invention of VR.”
- Chris Dixon, Andreessen Horowitz
Thank You
Merci
Appendix
Interactivity
Passive Highly
Interactive
Interactivity
Interactivity
Passive Highly
Interactive
Interactivity
Interactivity
Interactivity
Passive Highly
Interactive
Interactivity
Interactivity
Means of Production
Production Pipelines
360 Video
(ex.: Way-To-Go)
1.Capture footage
2.Ingest footage
3.Video stitching
4.Compositing
5.VFX / Motion Graphics
6.Color Correction
7.Scripting / Coding
8.QA and Debugging
9.Export deliverables
Real Time 3D
(ex.: BioCube)
1.Modeling
2.Texturing / Lighting
3.Rigging / Setup
4.Animation / Mocap / VFX
5.Scripting / Coding
6.Integration
7.QA and Debugging
8.Export deliverables
Audio
(see next slide)
Hybrid
Spherical 360 Video
360 Stereoscopic Post Production
Realtime 3D Engine
3D ENGINE (Unity 3D - Unreal Engine)
VR Audio
“Baked-in”
● Mono, Stereo
or Binaural recording
● Channel-based
● The sound is anchored
to a certain point in the
3D environment. How the
user hears that sound
depends on the position of
each ear in relation to it.
“Dynamic”
● Binaural or Ambisonics
recording (and playback)
● Object-based
● Real-time audio post-production
(Real-time dynamic mix)
● Greater control: Discrete vs
Ambient sound
Hybrid
Sound design in VR is even more important than with traditional film.
“Interactive”
● Binaural or Ambisonics
recording (and playback)
● Object-based
● Real-time audio post-production
(Real-time dynamic mix)
● Greater control: Discrete vs
Ambient sound
● User interaction will also
“generate” sounds
Price/Avail. User Interface
Google Cardboard $20 Side slider
Oculus Rift DK2
Consumer Version
$350
2016 Q1
“Proximity” positional tracking
Samsung Gear VR
Samsung Note 4
$99
$700
Side slider
Optional wireless joystick
HTC Vive SteamVR 2015 Q4 “Walk-around” positional tracking
Sony Playstation VR 2016 Q2
VR Head Mounted Devices (HMD)
Price/Avail. User Interface
Smart Phones / Tablets $200 to $1000
Now
2D Camera, Accelerometer,
Gyroscope, GPS, etc
Microsoft Hololens HMD ? Holographic environment sensors,
Positional tracking
Google Project Tango $1500
Developer only
3D Camera, Accelerometer,
Gyroscope, GPS, etc.
Google / Magic Leap ? Projection of digital light field
into the user's eye.
AR Devices
AR Mobile App
AR Mobile App
- Microsoft Hololens
- Microsoft Hololens
LIVE Broadcasting VR
Single Screen 360 video - Out My Window
Virtual Cave - Circa 1948 Installation
Head Mounted Display - Way to Go
Creative Opportunities

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VR 101: The Evolution and Future of Virtual and Augmented Reality