Networked Collaborative VR Application Mixed Reality

So I’m back with an update regarding displaying Mixed/Augmented Reality, but specifically for collaborative networked VR applications.  In comparison with other forms of VR, collaborative VR applications have been gaining popularity in recent times as being quite a successful enhancement over other renditions of collaborative computer programs.  Many companies have been pushing to create networked virtual offices, meeting rooms, and social spaces in VR.  Success has also been found in networked VR games that can emphasize collaborative gameplay spaces.

So I decided to bring the two worlds together for displaying more than 1 VR setup or user in the mixed reality display.  Doing a multi user application in mixed reality added an extra complexity, since many collaborative networked VR applications will allow players to pass through each other in the virtual environment.  This is because the 2 users won’t actually be sharing the same physical space, but this is not possible for 2 or more people to share the same real world space captured by the same camera used to demonstrate VR collaboration in mixed reality.  The mixed reality display should also be showing both the users properly interacting 1 to 1 in the same space as well.  This can be solved if all the networked computers and VR setups agree on the same calibrated space.  This allows the multiple users to easily interact in the same real world and virtual space at the same time, without colliding with each other.  Right now this is easiest to achieve with the HTC Vive, because the same lighthouse 3D emitters can be shared for each Vive HMD Sensor and the same calibration routine can be shared between multiple machines.

Since I originally started doing mixed reality display of VR, I have been pushing the limits of the current depth sensing fidelity so see how accurate I can mix the real world camera images and 3D graphics together.  I have been taking a look at how well virtual transparencies, lighting and shadows can be mixed into the equation.  Below is a small playlist or series of videos showing some of the things I been working with, and also demonstrates the shared calibration between multiple VR HMD/Trackers networked together.  Besides capturing myself in mixed reality during these videos, I have also included a 3D 360 View of the hardware I’ve been working with to make this all possible.  This video can also be viewed in a VR HMD such as google cardboard/daydream or with VR Video Players available for PC VR.  Apologies for the somewhat ranting nature of the narration of the videos, some things I wanted to communicate didn’t quite come out as apparent as I wanted them to.  I didn’t prepare something more formally to be said, and really just wanted to document some of these ideas in video form, but if you read this, then it should be more clear what is happening ; )

VR is about to be Great!

Demoed all three new VR HMD setups during GDC2016. PS4 VR was physically user friendly, but has a slightly lower image quality compared to the new Rift & Vive VR. No doubt tweaked for cost and PS4 compatibility. That aside Sony’s VR games are really good by design, I like the party games the most. I demoed the new Oculus Rift with with Eve Valkyrie and it was extremely smooth with less latency than PlayStation VR. I had no motion sickness because they gradually fluctuate the acceleration very discretely in the game. I was spinning all over the place with no problem. I then got to try the Vive in the back room of a bar, with some very interesting guy also putting a haptics vest on me. It ran smooth as hell, and had some really fancy audio. Turns out I got lucky, because this guy has 20 Years experience in VR in the military. All three experiences were VR by design and all of the software and hardware is the real deal now. No more shoehorned experiences tossed in VR, no more motion sick based first experiences, Everything is smoothly 1 to 1. It’s all gonna be great. I also got to see a planetarium movie inside mobile VR made by a local University. The 3D movie illustrated the recent satellite landing on the comet.

It’s been almost 3 years since I started researching & programming VR related Graphics back with the Rift DK1. And now it’s about to get huge. I’m set to get some Multi GPU going for VR soon.

3D Dice Simulator on Android Mobile Phones, Tablets, Wearable Watches.

On Google Play

  3D Dice- screenshot thumbnail     3D Dice- screenshot thumbnail     3D Dice- screenshot thumbnail

All 6 RPG Dice.
Highly Detailed Physics with Sound – Integrated with Accelerometer and Touch
Complete Color Customization
Android Watch Wearable Bonus Application – Roll Dice in your Watch Wearable!
Note: Press and hold wearable watch screen to switch between dice selection and roll mode. Swipe-To-Dismiss as usual. Best on wearable watches with Android 5.0+.