![]() Eye tracking is the key here - so I hope we do get it - but so far any headset with eye tracking seem to be in the upper 1000+ ranges xD Witch makes me think CV2 is going to be more of an upgrade than a leap. The way it sounded though stuff like this is still 5 years out. Yea I just saw it and I think this amazing stuff. We won't see this in a standalone headset for DECADES because anyone with any sense whatsoever knows full well that Oculus have completely ABANDONED PC VR.ĭidn't they say also that stuff like this MAY not come to PC? Could just be very well a prototype demo to see how to make it work:) Aka, never come to CV2 at least - maybe CV3. I'll just do a copy pasta for those that haven't seen my previous response: Rendered Blur Is Essential for Ultrarealistic VR Supporting the full field of view of the Oculus Rift. This video demonstrates DeepFocus working with a Half Dome variant and that's a new Rift Prototype being used! We presented our research paper at the SIGGRAPH Asia conference in Tokyo this month, and we are also open-sourcing DeepFocus, including the system’s code and the data set we used to train it, to help the wider community of VR researchers incorporate blur into their work. DeepFocus is the first system able to generate this effect-which blurs the portions of the scene that the wearer isn’t currently focusing on–in a way that is realistic, gaze-contingent, and that runs in real time. Today, we’re sharing details about DeepFocus, a new AI-powered rendering system that works with Half Dome to create the defocus effect that mimics how we see the world in everyday life. But to reach its full potential, Half Dome’s advanced hardware needed equally innovative software. This approach showed real progress in creating a more comfortable, natural, and immersive sense of perception within VR. ![]() By adjusting its displays to match your eye movements, Half Dome’s varifocal design makes every virtual object come into sharp focus. Earlier this year, Facebook Reality Labs (FRL) unveiled Half Dome, an industry-first prototype headset whose eye-tracking cameras, wide-field-of-view optics, and independently focused displays demonstrated the next step in lifelike VR experiences.
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