Re:Tricks Make Virtual Reality Feel Real (2016)
by DanAndersen on Saturday April 21, 2018 @10:57PM
(#16894487)
EDIT: Another thing this article makes me think about:
If you're interested in redirected walking, you might also be interested in the CyberMotion simulator [0]. I had the chance to see it in action when attending IEEE VR 2018. It's for motion sickness research, and it allows for mapping arbitrary motion into a limited robotic range of motion, in order to give a realistic sense of acceleration in different directions to the user.
Re:Tricks Make Virtual Reality Feel Real (2016)
by kristiandupont on Sunday April 22, 2018 @08:16AM
(#16895852)
Reading the source code of a 3D engine can be similar to having a magic trick explained to you. At least, the first time I did, I found it quite disappointing or anti-climatic: oh, so this actually only works if you see it from this specific angle and you cannot move that light in real time, there are just two of them, ...
Re:Tricks Make Virtual Reality Feel Real (2016)
by DanAndersen on Sunday April 22, 2018 @09:44AM
(#16896128)
There's a similar anticlimax when looking at the big flashy publication videos at graphics conferences. Some new technique looks absolutely amazing, then you start to notice the hand-picked best conditions shown in the video (oh, this method only works in static scenes, when there's no motion blur, etc etc).
I wonder if there have been any in-depth articles examining comparisons between real-time graphics and stagecraft. The design of props and backgrounds in the theatre has similar objectives -- not necessarily fooling the audience into thinking it's real, but using a collection of 'tricks' to extend the capabilities of the stage to achieve greater effects. When attending a performance of The Nutcracker a few months ago, I found myself fascinated by how the multiple layers of forced-perspective backdrops offered a greater sense of depth to the stage.