Canadian VR developer Cloudhead Games revealed an intriguing and simple movement solution called “Blink” that, combined with other best practices, can give people confidence and freedom of movement inside VR. The software solution may allow for the exploration of vast spaces with little more than split-second teleports. A creative director at Cloudhead explains the solution in this video.
“One of the ways you actually make people move around in a compelling and freeing way, is you have to show them their bounds. And you have to do so by allowing bounds persistence at all times, so that a user feels really comfortable in their space when they are moving around,” said Denny Unger.
The reveal from Cloudhead came amid a week of research presentations at SIGGRAPH in Los Angeles. USC’s Institute for Creative Technologies showed (video) how stop motion artists might be able to quickly create models that can be dropped into VR to provide impressive virtual objects that can be examined up close.
“The results are surrealistically captivating as they maintain a high level of geometric detail and surface reflectance properties of the rich hand-crafted puppets,” said USC’s Mark Bolas.
The Computer Graphics and Geometry Lab in Switzerland (video, paper) showed a facial animation software pipeline that could create expressive virtual avatars from little more than a few minutes of hand-held camera footage. Stanford researchers presented (video) their light field head-mounted display research.
Representatives from mobile headset Kickstarter project Impression Pi posted an update that does a good job of showing the potential of putting both augmented and virtual reality into a single product.
The Internet exploded with photoshopped images of Oculus founder Palmer Luckey after Time ran a cover story about VR (this video covers most of them).