Hey, man, take down your headband and feel it.

Source: Internet
Author: User
Keywords Monitor down man.
Tags beginning developers game game developers monitor the beginning type virtual
Absrtact: At today's Game Developers Conference (GDC), Disney's Imagineering team director Bei Yang discussed Disney's new achievements in the field of virtual reality. Bei Yang said that from the 80 's the beginning of the last century, Disney began to study the head-wearing type receiver. 90 's

At today's Game Developers Conference (GDC), Disney's Imagineering team director Bei Yang discussed Disney's new achievements in the field of virtual reality.

Bei Yang said that from the 80 's the beginning of the last century, Disney began to study the head-wearing type receiver. In the middle of the 90, many devices, including the Nintendo Virtual Boy, failed. The industry's enthusiasm for the head-wearing display was once extinguished until Oculus Rift appeared and the enthusiasm was rekindled.

Virtual reality has always been an important area for imagineering teams to advance, but the Imagineering team's entry point is no longer a head-and-wear monitor (with a heavy instrument on the face that looks really stupid) and replaced by "caves."

Imagine that there is a cave, and when you are in it, the sight is all presented by a high-definition display. The advantage of cave is that it reduces the factors that lead to the halo reaction, such as sickness, seasickness, and so on, and the Halo reaction is very easy to happen in the virtual reality experience. Unlike the traditional 3D presentation, Disney tracks your actions and renders 2D images in real time, rendering the depth of the scene.

Cave also has the advantage that the head-wearing style can only be used alone, while the cave style allows many people to experience at the same time. Imagine that you and your friends are in Toy Story and that attacking the villain is a lot more fun than being alone.

The perennial test experiment, let the Imagineering team summed up some of the methods to avoid the Halo reaction, for example, in the first person shooter game, most people can not adapt to the side of the switch angle to do body movements, so try not to appear in both the first person and the third person perspective.

Cave's inspiration comes from the holographic decks in Star Trek. The principle of the holographic deck is to transform the energy into matter, projecting in a certain space to form a physical image. In Star Trek, holographic projections form real objects that can even hurt people, and for a chestnut you may be eaten by a holographic lion. The space of the holographic deck can be small, the computer program moves the surrounding object according to the user's movement track, including the ground, or does not involve the physical movement, achieves the corresponding visual effect only through the image processing.

Disney's Digital Immersion Hall (Digital immersive showroom), probably the closest holographic deck in the real world, is a large open space, using 480HZ motion tracking and a hybrid 4K projection to simulate a Disneyland experience.

This showroom is currently available only for Imagineering team internal testing. In this respect, Bei Yang said that the future will introduce a universal version. One of the problems that the Imagineering team faces is how to keep motion tracking and projection working without crashing when multiple users are moving in a disorderly way in a scene.

Now think about it, it sucks to go to the real Disneyland than experience immersive virtual reality.




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