[Virtual Reality] Learn Notes

[Virtual Reality] Study Notes

1. Three kinds of VR helmets: First , The simplest is that you can put your mobile phone inside, like the cardboard “Cardboard” (using mobile phone + glasses case) shown on Google I/O 2014, Storm Mirror can be used as its plastic version. There are a lot of domestic products such as Storm Mirror, Spirit Mirror, Dream vr. These products are low in price and are entry-level products, and most of the content is based on 3D mobile game transplantation. The second type is high-end technology streams, such as Oculus dk2 (Facebook investment, connected to PC), HTC Vive (cooperating with Valve, connected to PC), Sony’s Project Morpheus (connected to PS4) and so on. In China, YTV, 3Glasses, uses PC input. The third category belongs to all-in-one machines (belonging to Rom-level products). For example, fireworks workshop, virtual reality all-in-one machine equipped with Nibiru Rom. The all-in-one machine actually integrates the Android machine and the eye box. This kind of self-contained content, operating system, domestic manufacturers such as Lenovo, Oppo, etc. are very interested, and more connected to China’s local atmosphere (because the all-in-one machine is out of standard After the ROM, it is suitable for ODM, and the cost is relatively low). 2. Business model: Baofeng charges for content through applications, and YTV develops 3D shooting equipment; 3. Operating system: Google develops a new android system to run virtual display applications. 4. Holographic projection: It is divided into pseudo-holographic projection (requiring a quadrangular pyramid). The air projection holographic technology is the ultimate evolutionary version of virtual reality. The digital technology is completely three-dimensional and holographic is to create virtual scenes in reality and make the virtual world in the form of light. Show in reality. And virtual reality is to let people’s perception enter the virtual world from reality. The directions of the two are completely opposite, and the corresponding applications in the future are also different. The film source can do it by itself: there are only three softwares that need to be used: MikuMikuDance (hereinafter referred to as: MMD), VideoStudio X5, and the conversion of the raccoon nest format (you can do without or change other conversion software). As the theoretical basis of VR is very mature and the related industry chain is becoming more and more complete, we imagine that in the ultimate form, virtual reality will extract all human perception and upload it to the virtual scene, and finally realize the ultimate experience of reality and reality. By then, virtual reality will create countless digital worlds. In these digital eternal time and space, we can exist with another identity, live another life, all imaginations can “come true”, and the human spirit can achieve immortality… 5. VR→AR→MR: Augmented reality ( Augmented Reality, abbreviated as AR), is to superimpose computer-generated virtual objects or prompt information into the real scene to enhance the user’s perception of the real world. The representative product is Google Glass. If VR is to send people spiritually to a virtual world; AR is to increase information for better navigation in the real world. Compared with virtual reality, the connection between augmented reality and the real world is not severed, and the way of interaction is more natural. When we merge the reality and the virtual world to produce a new visual environment, it is Mixed Reality (MR). MR enables physical and digital objects to coexist in a new visual environment and interact in real time. In terms of technical difficulty, VR<AR<MR, so VR broke out first, followed by AR and MR. 6. Virtual reality industry chain: In the existing entire VR/AR industry chain, it mainly includes several parts: hardware equipment, software, content, channel platforms, and products. Hardware equipment: Microsoft, HTC, Sony, Samsung, Google, etc. There are also many domestic VR equipment development companies, with more than 90; Software: here can be divided into tools and plug-ins. The main development tools for VR: Unity, Unreal, CryEngine, EON, Metaio; Plug-ins: Vuforia, Metaio; Content: If you count Demo, there are currently more than 900 customized VR games in the world, but none of them are really in development. Come out. VR games currently on the market are all “pseudo” VR games. Channel platform: There are already many domestic companies that are experimenting, and now the main thing is the hardware sales channel.

1. Three kinds of VR helmets: First, the simplest is that you can put your mobile phone inside, like Google I/O 2014 The paper box “Cardboard” (using mobile phone + glasses case) shown above, Storm Mirror can be used as its plastic version. There are a lot of domestic products such as Storm Mirror, Spirit Mirror, Dream vr. These products are low in price and are entry-level products, and most of the content is based on 3D mobile game transplantation. The second type is high-end technology streams, such as Oculus dk2 (Facebook investment, connected to PC), HTC Vive (cooperating with Valve, connected to PC), Sony’s Project Morpheus (connected to PS4) and so on. In China, YTV, 3Glasses, uses PC input. The third category belongs to all-in-one machines (belonging to Rom-level products). For example, fireworks workshop, virtual reality all-in-one machine equipped with Nibiru Rom. The all-in-one machine actually integrates the Android machine and the eye box. This kind of self-contained content, operating system, domestic manufacturers such as Lenovo, Oppo, etc. are very interested, and more connected to China’s local atmosphere (because the all-in-one machine is out of standard After the ROM, it is suitable for ODM, and the cost is relatively low). 2. Business model: Baofeng charges for content through applications, and YTV develops 3D shooting equipment; 3. Operating system: Google develops a new android system to run virtual display applications. 4. Holographic projection: It is divided into pseudo-holographic projection (requiring a quadrangular pyramid). The air projection holographic technology is the ultimate evolutionary version of virtual reality. The digital technology is completely three-dimensional and holographic is to create virtual scenes in reality and make the virtual world in the form of light. Show in reality. And virtual reality is to let people’s perception enter the virtual world from reality. The directions of the two are completely opposite, and the corresponding applications in the future are also different. The film source can do it by itself: there are only three softwares that need to be used: MikuMikuDance (hereinafter referred to as: MMD), VideoStudio X5, and the conversion of the raccoon nest format (you can do without or change other conversion software). As the theoretical basis of VR is very mature and the related industry chain is becoming more and more complete, we imagine that in the ultimate form, virtual reality will extract all human perception and upload it to the virtual scene, and finally realize the ultimate experience of reality and reality. By then, virtual reality will create countless digital worlds. In these digital eternal time and space, we can exist with another identity, live another life, all imaginations can “come true”, and the human spirit can achieve immortality… 5. VR→AR→MR: Augmented reality ( Augmented Reality, abbreviated as AR), is to superimpose computer-generated virtual objects or prompt information into the real scene to enhance the user’s perception of the real world. The representative product is Google Glass. If VR is to send people spiritually to a virtual world; AR is to increase information for better navigation in the real world. Compared with virtual reality, the connection between augmented reality and the real world is not severed, and the way of interaction is more natural. When we merge the reality and the virtual world to produce a new visual environment, it is Mixed Reality (MR). MR enables physical and digital objects to coexist in a new visual environment and interact in real time. In terms of technical difficulty, VR<AR<MR, so VR broke out first, followed by AR and MR. 6. Virtual reality industry chain: In the existing entire VR/AR industry chain, it mainly includes several parts: hardware equipment, software, content, channel platforms, and products. Hardware equipment: Microsoft, HTC, Sony, Samsung, Google, etc. There are also many domestic VR equipment development companies, with more than 90; Software: here can be divided into tools and plug-ins. The main development tools for VR: Unity, Unreal, CryEngine, EON, Metaio; Plug-ins: Vuforia, Metaio; Content: If you count Demo, there are currently more than 900 customized VR games in the world, but none of them are really in development. Come out. VR games currently on the market are all “pseudo” VR games. Channel platform: There are already many domestic companies that are experimenting, and now the main thing is the hardware sales channel.

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