The company may have solved the VR movies biggest problem
Sebastian Marino is a slightly strange name, but you must have seen James Cameron’s classic of the avatar. Marino has made use of the avatar in the excellent special effects work for the film to win the Academy Award.
One night, his avatar is a movie Director, a film clip was shot in his apartment. He and his team set up a row of cameras, in front of a green screen to shoot the two actresses. Only one of them has the lines, slightly mysterious, she said, “I guess you feel a little like the adventures of tumbling down the rabbit hole in Alice, I recommend that you choose carefully.” She points to one direction, then pointed in another direction. After filming ended, we remove the home screen.
But Marino’s work has not been completed, he needs to be the next fragment in post-production.
After a night and morning he loaded files generated in Unity 3D game engine, and leave the two actresses in an apartment. In one room, on one of the walls have Neon, glow lights projected on the wall on the other side to the right actress. In the other room, he glowed with lights Dim in the House, so people can’t see another actor wearing.
Virtual reality challenge
In fact, it is not just a video game, it’s a movie. Rather, it most likely is the first true to the real role of virtual reality movies. Speech before the actress looks nothing like a video game character, she looks exactly like himself. She was wearing the same clothes, and facial movements are realistic, behaviour smooth. However, she is standing in a room that doesn’t really exist. GUCCI iPhone
Marino Uncorporeal early virtual reality companies want realistic way, solve the problem of virtual moviemaking. More surprisingly, he is one of the two co-founders (they played at Lucasfilm, WETA, the European space is, Google x, Microsoft and Electronic Arts) has completed the work in secret. They finished the seed investment company, and has never appeared on any virtual reality Conference, and the external links are using the parent’s email, so nobody captures Uncorporeal presence information. Marino said, “know that we work the number of finger with toe and I can count.”
Over time towards 2016, virtual reality technology on the market awaited the days getting closer, but there is still a real problem solved. The problem is not lack of Simulator, such as high resolution; these hardware problems have been effectively addressed, although it is by no means perfect, but its performance compared to 18 months ago, the change is beyond imagination. Such a problem is not an input problem, looming three user system (Oculus Rift,HTC Vive Playstation and VR) has good performance. This problem has nothing to do: dozens of games from the development to the Netflix company virtual theater, and then to a virtual museum tour, which guarantees its suitability.
Uncorporeal cameras capture real time geometry data
Problem is the movie.
Specifically, real motion video capture. Consumer-level virtual reality relies on external environment of cameras track helmets, and mobile and location into a virtual environment. This is known as location tracking in virtual reality games, this technology lets you crouch down, leaning and bent, implemented in the game behind Crouch, obstacles rear peep and inspections these actions under the table. But, now tracking cannot be added to the video.
Think about it: you will be a series of cameras placed around a central point, as the eyes of the person wearing a helmet, you can only see it around a 360-degree field of vision. Best in the virtual reality of “six degrees of freedom”-about-nod, turn, head tilt, and moved in three directions — virtual reality videos on the move has serious limitations. In other words, you can place any activity, but no matter how you squatting or leaning will change position, this will cause a lot of inconvenience while in use.
In order to solve the problem of location tracking, and several companies have chosen to make virtual reality movies Pixar’s CGI movies, that is optimized for virtual reality game engines, such as Unity and Unreal 4 d, making videos like game. (This strange hybrid model is precisely why in the world of virtual reality, “experience” and “narrative” is gradually taking the place of “movies” this term. ) However, location tracking, and all six degrees of freedom, you will also lose some things: reality. In regular non-virtual reality games are extremely lifelike human, was scary enough, if virtual reality treatment, this is totally useless.
Uncorporeal geometry data can be used in a game engine in virtual environment
Generated in the virtual world reality TV
This Uncorporeal to solve the key. They are just like any other virtual reality video company, combined with a series of camera film. However, their camera can capture all light to the room, like video Lytro camera plate. In simple terms, this means that the company has so many samples, enough with Submillimeter precision creates a geometric model, processing images. “We can not only understand the subject of geometry,” Marino said, “was captured by these cameras can capture all the light we can capture every pixel, no matter which way you look at objects. ”
It may sound a bit like motion capture, but in fact it is not. At the time of the motion-capture, you make a static three dimensional models of the characters, and then let the bone structure and other low-level move to form a motion effect; it may seem realistic, or even a built-in tracking device is based on a worn clothing movement generation of actors, but it’s still CG. Uncorporeal technology is more like a “per-pixel motion-capture”, each pixel has a-d effects, perfect for digital, but it is essentially a human actor in a show.
However, it’s just a character. So once the cameras capture the action, Uncorporeal synthesis of all the data, generate a proprietary codec U3D, which contains all of the captured object geometry and field information. U3D encoded files can be directly used in Unity 3D game engine. The result is, there is a real person in a virtual environment. Field information makes the combination of seamless, Marino will be their own technology, called 10DVR–six degrees of information and time.
Specifically, Uncorporeal action is not the only company. Earlier this year, Lytro raised $ 50 million, to virtual reality applications for light field camera, there is no published results. OTOY company light field rendering to an empty room, but without human action. Uncorporeal seemingly is the image capture and visuals combine first. By capturing the real actions and facial expressions, it can maintain intimacy for virtual reality images. Through the rendering of characters, and for location tracking in virtual space, it can be achieved only in the CGI to the Telepresence experience. GUCCI iPhone 6 Cases
Hollywood has from time to time on this study follow up. Marino confirmed that Uncorporeal are modestly close contact with several studios. “Because during the seed investment, we are independent, so we don’t need to much fanfare a cause of eyes and ears. In terms of contacts, we are free to choose. ” Although they have avoided appearances in virtual reality activities, opened in New York today, they will participate in the Future of Storytelling (narrative in the future) the General Assembly, and with the DK2 is to show people the true narrative of the future might look like.
Oculus Rift in virtual reality
DK1, Oculus DK2 resolutions increased from 640×800 to 960×1080 (up 1920×1080). First generation of products in order to reduce the feeling of dizziness, DK2 OLED using low latency.
One of the biggest improvement, believe the DK2 will join a group of detect head movements of the camera, so that players can implement such features as “close” movement, officials said just for this function’s optimization team spent a lot of time. In addition, the DK2 gyroscopes, accelerometers and other sensors of the testing frequency will all upgrade to 1000HZ, but the weight will go up to 440 grams.
Price was close to the people (although the DK2 still for developers)
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Originally published at folkartsblog.wordpress.com on March 12, 2016.