Do you feel the shadow of future technology from the most popular VR? In fact, there are still quite a few deficiencies in the current VR technology that developers need to advance together.
What other technologies are there in VR? What exactly is the future VR experience and usage scenario like? What other business models did you not expect in the VR industry? What is the biggest technical challenge at the moment? These questions you want to know, report author AMD's engineer Allen Rush tried to answer from their own perspective.
The main experience of VR is achieved through optics and display technology, and the creation of immersion is achieved by controlling local vision and location information. Parameters include resolution, optical modulation, orientation, frame rate, and dynamic range.
By 2016, VR users will reach 2 million and developers will have 200,000. More than 260 startups have entered the VR industry, and key players in the industry include Oculus, Sony, Microsoft, Google, Samsung, and HTC.
VR applications have a wide range of scenarios, such as education, medical, visual big data, simulation training, remote interaction, virtual social, gaming and entertainment.
The route of visual technology evolution from basic 2D rendering, 3D rendering, shading unit, immersive 2D display, physical foundation rendering to today's development level of virtual reality, the future will develop photographic photorealism in VR, and finally achieve panoramic Presented. Of course, we can also think that the current level of technological development makes us only see this far.
The difference between the window display and the human visual field display is that, in view of the human field of view, it is necessary to equip the VR device with a camera, and the captured content complements the real world environment data observed by the human eye. Then, the VR image of the human field of view can be output to the display through the video synthesizer.
From motion capture to image formation, the delays generated are mainly from input, USB conversion, game engine, CPU settings, and GPU rendering in the framework, transfer frame buffering, pixel conversion to image display and other functions and processes.
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