Virtual Reality and Digital Games 28.09.2013 Christoph Anthes
Transcription
Virtual Reality and Digital Games 28.09.2013 Christoph Anthes
Virtual Reality and Digital Games 28.09.2013 Christoph Anthes © 2012 Leibniz-Rechenzentrum Leibniz Supercomputing Centre of the Bavarian Academy of Sciences and Humanities V2C VR & Visualisation © 2012 Leibniz-Rechenzentrum 2 V2C Overview © 2012 Leibniz-Rechenzentrum 3 VR and Games Overlap and interconnection on many levels Hardware VR technology for games Gaming hardware for VR Algorithms Gaming algorithms for VR VR algorithms for games Some real VR Games exist Typically research prototypes or installations © 2012 Leibniz-Rechenzentrum 4 VR technology for games (consoles) SegaScope 3D (1988 – Sega) Power Glove (1989 – Mattel) Virtual Boy (1995 – Nintendo) Nintendo 3DS (2011 – Nintendo) © 2012 Leibniz-Rechenzentrum 5 VR technology for games (PCs) VFX1/VFX3D (1995 – Forte Technologies) Elsa Revelator (1999 – Elsa) P5 (2002 – Essential Reality) Nvidia 3D Vison (2009 – Nvidia) © 2012 Leibniz-Rechenzentrum 6 New and upcoming Hardware 2013 Oculus Rift (http://www.oculusvr.com/) Leap Motion (https://www.leapmotion.com/) Myo (https://getmyo.com/) Virtuix Omni (http://www.virtuix.com/) © 2012 Leibniz-Rechenzentrum 7 Gaming Hardware for VR Gizmodo (2005 - MR Domain) Wiimote (2006 - Nintendo) Balance Board (Nintendo) Playstation Move (2010 - Sony) Kinect (2011 - Microsoft) © 2012 Leibniz-Rechenzentrum 8 Technology and Hardware Transfer Transfer of technology from VR to gaming typically causes problems Huge problems with gamer expectations Try to lower HW cost, often reduces quality Gaming hardware in VR research is often successful Gaming devices typically in the input device domain Mass production makes devices cheap Desigend for actual use and not only functionality Novel ideas © 2012 Leibniz-Rechenzentrum 9 Example Algorithms Network Dead Reckoning (SGI Flight and Dogfight) Client Side Prediction (Half-Life) Communication protocols (X-Wing vs. Tie-Fighter) Topology and data distribution Graphics Particle Systems (Star Trek III) Shading (Tie-Fighter) Dynamics Swarming / Flocking (Dungeon Keeper) Physics Simulation © 2012 Leibniz-Rechenzentrum 10 Transfer of Algorithms Works in theory extremly well Similar problems could use similar solutions In reality works ok but could be much better Often two little knowledge about the other areas Gaming technology has a long history of not publishing results Technology Related • Gaming community often underestimates scientific community • Scientific community often underestimates gaming community Gaming community could learn a lot from algorithms VR community could learn a lot from algorithms as well as game design © 2012 Leibniz-Rechenzentrum 11 Richard Gariott(1991) "No ... you'll see why in a second... you've heard people throwing around the phrase `virtual reality' lately, right? Well, Ultima X is going to be using different forms of that. Data gloves, stereoscopic goggles, in an Ultima world. In fact, they've started work on it a couple doors down the hall here. We'll release it so that you can use mice and all if you don't have that, but they're actually getting pretty cheap, now, about $1000 for the goggles. We're also playing with some low-tech VR stuff. Nintendo is starting to ask us for what we'd like to see in their goggles which will be under $200." © 2012 Leibniz-Rechenzentrum 12 Dactyl Nightmare (1991) First First Person Shooter? Powered by an Amiga 3000 Multiplayer capabilities Low Framerates In general working arcade VR Installation including tracking © 2012 Leibniz-Rechenzentrum 13 Net’o’drom (2005) Collaboration between the University of Art and Design Linz, and the Johannes Kepler University Gameplay focused on collaboration Easy to use with simple user interface Possible to connect different experience levels Strong in physics simulation © 2012 Leibniz-Rechenzentrum 14 Net’o’drom (2005) No game engine used - full development from scratch Physics simulation Graphical effects Animation Network code © 2012 Leibniz-Rechenzentrum 15 Space Trash (2007) Collaboration between the University of Art and Design Linz, and the Johannes Kepler University Focus on devices, gameplay, networked physics Collaboration on multiple levels Gameplay and story Interaction © 2012 Leibniz-Rechenzentrum 16 Space Trash (2007) © 2012 Leibniz-Rechenzentrum 17 Conclusions form a gamers point of view Watch out VR is coming to the gaming community! We have to look at the concepts and be realistic what is doable! It is not going to be the next big thing! There are and will be too many technical issues which cannot be tackled realistically! Not really comparable to 3D movie hype © 2012 Leibniz-Rechenzentrum 18 Acknowledgements netOdrom Project Management Christoph Anthes, Alexander Wilhelm, Gerhard Funk Coding and Software Architecture Christoph Anthes, Helmut Bressler, Helmut Garstenauer, Martin Garstenauer, Adrian Haffegee, Franz Keferböck, Roland Landertshamer, Stephan Reiter, Christian Wressnegger, Johannes Zarl 3D Artwork Wolfgang Hauer, Marlene Hochrieser, Clemens Mock, Paul Pammesberger, Ivan Petrov, Georg-Friedrich Sochurek, Silke Wiesinger, Alexander Wilhelm, Wolfgang Wögerer Audio Machinae Supremacy Space Trash Project Management Christoph Anthes, Alexander Wilhelm, Mika Satomi Coding and Software Architecture Christoph Anthes, Philipp Aumayr, Clemens Birklbauer, Roland Hackl, Marlene Hochrieser, Roland Hopferwieser, Simon Opelt, Robert Owen, Christoph Payrhuber, Stefan Simmer, Georg Stevenson, Roland Landertshamer, Bernhard Lehner, Marina Lenger 3D Artwork Clemens Mock, Ivan Petkov, Magdalena Reiter, Alexander Wilhelm Physical Devices Margit Blauhut, Anika Hirt, Dolo Piqueres, Ricardo Nascimento, Mika Satomi, Wolfgang Wögerer Audio © 2012 Leibniz-Rechenzentrum 19 Martin Lenzelbauer v2c.lrz.de