Virtual Reality App Development
Virtual Reality App Development
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.
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.
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.
Positional Tracking
Outside In tracking.
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
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.
EX : Oculus GO
Oculus Quest