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Virtual Reality App Development

The document discusses key concepts related to virtual reality (VR) including what VR is, the difference between VR and augmented reality, field of view, frame rate, interpupillary distance, tracking systems, degrees of freedom, locomotion techniques like teleportation, and popular VR devices. It provides details on inside-out and outside-in tracking, 3DOF and 6DOF, and standalone VR headsets.
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0% found this document useful (0 votes)
123 views

Virtual Reality App Development

The document discusses key concepts related to virtual reality (VR) including what VR is, the difference between VR and augmented reality, field of view, frame rate, interpupillary distance, tracking systems, degrees of freedom, locomotion techniques like teleportation, and popular VR devices. It provides details on inside-out and outside-in tracking, 3DOF and 6DOF, and standalone VR headsets.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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Virtual Reality

Introduction
What is Virtual Reality?
Virtual Reality (VR) is the use of
computer technology to create a simulated
environment. Unlike traditional user interfaces, VR
places the user inside an experience. Instead of
viewing a screen in front of them, users are
immersed and able to interact with 3D worlds.

By simulating as many senses as possible, such


as vision, hearing, touch, even smell, the computer
is transformed into a gatekeeper to this artificial
world. The only limits to near-real VR experiences
are the availability of content and cheap computing
power.
Difference between VR and AR.
Augmented Reality simulates artificial objects in the real environment; Virtual
Reality creates an artificial environment to inhabit.

In Augmented Reality, the computer uses sensors and algorithms to


determine the position and orientation of a camera. AR technology then renders the
3D graphics as they would appear from the viewpoint of the camera, superimposing
the computer-generated images over a user’s view of the real world.

In Virtual Reality, the computer uses similar sensors and math. However,
rather than locating a real camera within a physical environment, the position of the
user’s eyes are located within the simulated environment. If the user’s head turns, the
graphics react accordingly. Rather than compositing virtual objects and a real scene,
VR technology creates a convincing, interactive world for the user.
FOV
The Field Of View is area in which
the viewer can view the virtual environment.

The HMDs with more/higher FOV


can show more virtual environment data as
compared to VR devices with lower FOV.

FOV when wearing a VR headset


determines how much of the landscape ahead
of you is visible when you're wearing the
headset.
Frame Rate
Studies have shown that in practice, any VR setup that generates frame rates
below 90 frames per second (FPS) is likely to induce disorientation, nausea, and other
negative user effects. The lower the frame rate, the worse the effects.

Higher FPS are better for VR, but if you are not prone to motion sickness,
low FPS are not a problem, but the experience is just not as good.

Both the Rift and Vive require a constant 90 FPS to work their VR magic and
keep people from becoming motion sick.

90 to 110 Fps is the Frame Rate slandered used in mainstream VR Devices.


IPD
IPD - Interpupillary distance, simply
refers to the distance between your eyes.
Everyone has different measurements and that
can change how we all perceive the 3D effect
inside VR.

In order to get a Clearer image the


viewer needs to adjust the VR Device
screens/lenses according to their IPD..

By using Manual IPD Adjustment


Slider in the HMD, user can control the IPD of
VR device.
SDKs used for VR app development
● SteamVR/OpenVR SDK
● Oculus SDK
● PSVR Dev Kit
● Oculus Mobile SDK
● Google VR SDK
Tracking System
Tracking Systems are used to find
the user Hand, Head & Body physical
positions and orientations with the help of
sensors and camera.

By using the tracking data the


system make appropriate changes in the
virtual environment according to their
movement in real world.
Types of tracking used in VR Devices
Orientation Tracking

Positional Tracking

Outside In tracking.

Inside Out Tracking


Inside Out vs Outside In Tracking
In inside-out positional tracking, the camera or sensors are located on the
device being tracked (e.g. HMD) .while in outside-in the sensors are placed in a
stationary location.

A VR device using inside-out tracking looks out to determine how its position
changes in relation to the environment.

The inside out tracking uses cameras built in the headset to trace head and
controller movement. With inside out when the controllers are removed from the
camera's view they are no longer tracked (besides with gyroscopes). Outside in uses 2
to 4 sensors to track, When the controller or headset is blocked by a person's body
from the sensors it is no longer tracked.

Inside out doesn't rely on external sensors do it's much easier to set up and
can be more mobile. Outside in is much more accurate and can be used in open areas.
Sensor components used inside VR Tracking devices
Accelerometer

Gyroscope

Infrared Light Sensor

Microscopic electromechanical gyroscopes – For Rotational tracking

LightHouse (IR Laser Beam) Sensor

Cameras (Inside Out tracking with SLAM)


3DOF and 6DOF in VR Device
Degrees of freedom (DoF) refer to the number of ways a rigid object can move
through three dimensional space. There are six total degrees of freedom which describe
every possible movement of an object:

3 for rotational movement around the x, y, and z axes (also known as pitch, yaw,
and roll). 3 for translational movement along those axes, which can be thought of as
moving forward or backward, left or right, and up or down

VR headsets and input devices (e.g. hand controllers) are generally 3-DoF or
6-DoF.

Degrees of freedom is an essential concept in VR that allows human


movement to be converted into movement within the VR environment.
3DOF and 6DOF in VR Device
3 DOF – Orientation Tracking

6 DOF - Orientation + Positional Tracking

3 DoF means orientation tracking. This means the 3


axes which an object can be rotated about are tracked. This exists
in mobile VR headsets and standalone VR headsets like the new
Oculus Go. if you turn your head while wearing a headset.

6 DoF VR headsets allows for the position of the


headset to be tracked, as well as the orientation of the headset.

If you were to step forward while wearing a headset, external


hardware would recognise that the headset has moved in the x axis
for example. If you were to jump on the spot, the headset would
move vertically in the y axis.
3DOF VR Devices
● Google Cardboard
● Oculus Go
● Merge VR
● Samsung Gear VR
● Google Daydream
6DOF VR Devices
● Oculus Rift
● Oculus Quest
● HTC Vive
● Windows Mixed Reality
Standalone VR Devices
A standalone device is similar to a mobile VR headset, but it already includes all
the required electronical parts, it already embeds the display, the processing power and
all the other hardware inside. It is a computer on its own.

EX : Oculus GO

Oculus Quest

HTC Vive Focus.


Pros of Standalone VR Devices
● Low Cast
● Portable
● Ease of Use
● Plug & Play
● Freedom of Movement
Teleportation
Teleportation is a type of locomotion that
allows the player to move around a VR environment with
minimal discomfort. With teleportation, the player points the
controller at a location they'd like to move to, then initiates the
teleportation action, they are transitioned to that location via a
rapid animation tuned to maintain player comfort.

One of the challenges of virtual reality is


locomotion. In room-scale VR users can walk around, but
limited space is a problem. Mobile VR users with only three
degrees of freedom have to rely on head movement or
controllers.

Teleportation is a fun way to get around the


limitations of VR. Although not truly natural, users are
accustomed to the concept of teleportation from sci-fi and
fantasy.
Widely used VR devices
● Oculus Rift
● HTC Vive
● Oculus GO
● Playstation VR(PSVR)
● Gear VR

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