Virtual reality

The Oculus DK1, the first mass-market head-mounted device for consumers, was released in 2013. Such an HMD looks like ski goggles. In front of the user's left and right eyes After putting it on, there is a lens and a display behind it. The first HMDs used lenses and repurposed smartphone displays, which had become relatively cheap through mass production. The computer calculates the World separately for the left and right eyes in a curved shape adapted to the lenses. This allows the user to look through the glasses and see something through them very real-looking virtual world in 3D stereo, which is completely calculated by the computer.

Head rotations are passed to the computer using a gyroscope, so that the computer Rotations of the user's head are calculated without latency. The following systems such as: The HTC Vive also supports tracking of the user's position in the room, so that the User can move within a certain area and the computer can move the apparent Position in the virtual world can be taken into account when rendering.

While the first systems still required cabling to a desktop system, there are now with the Oculus Go! a mobile HMD that is completely self-sufficient without one High-end PC, but does not support tracking of the position in space. For the HTC Vive Pro can be retrofitted with a wireless connection that is virtually latency-free works. The recently introduced Oculus Quest supports, in contrast to the Oculus Go also includes spatial tracking using four ultra-wide-angle lenses on the edge of the housing, but remains self-sufficient and does not require a desktop PC connection usable.

Although mobile self-sufficient solutions sound very practical, it should be noted that at present At this point, desktop PC graphics cards still offer significantly higher computing power as mobile GPUs. It is absolutely essential for virtual reality solutions to be latency-free is calculated in the highest possible frame rate. In addition, the calculations for VR are also more complex, since the image must be generated for two eyes. Images are not latency-free, but rather The user position and head rotation are calculated with a delay or are not correct or timed taken into account offset, this can lead to unpleasant motion sickness for the user, which as a VR developer should avoid as much as possible.

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If your company needs software development in the area of ​​virtual reality, you can contact us gladly contact.

OpenGL code can be brought to virtual reality glasses across all HMD manufacturers using the OpenVR library. The Unity 3D graphics engine already offers a ready-made VR connection and enables efficient Development of VR applications.

There are now also 180 (and 360) degree stereo cameras that are used to film or photograph scenes so that you can view them later on an HMD.

In addition to carrying out and supporting software development, we are also happy to provide advice.

We offer expertise in the areas of:

  • Mobile games
  • 2D/3D visualization
  • Dynamic web development
  • Profiling and debugging
  • Performance optimization
  • Embedded graphics
  • Virtual reality
  • Ads & online marketing