1 / 68

Building New Realities in AEC with NVIDIA Quadro VR Webinar

Register to watch this on-demand webinar at http://info.nvidianews.com/proviz-webinar-series-provr.html Discover the coming innovations in the use of virtual reality for building design, share new technologies and VR workflow integrations that are being used today, and get a look at what’s coming next in VR from NVIDIA. Key takeaways: - Learn about our VR technologies and solutions, pro apps for VR, and professional VR best practices. - Hear how the AEC industry is integrating VR into their clients’ design experiences. - Share your findings in the role of VR for immersive building design and ask questions during the live chat session. Presented by Dave Weinstein, Andrew Rink, and Ron Swidler.

nvidia
Download Presentation

Building New Realities in AEC with NVIDIA Quadro VR Webinar

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Building New Realities in AEC with NVIDIA Quadro VR November 1, 2016

  2. INTRO TO PROFESSIONAL VR - DAVID WEINSTEIN, NVIDIA

  3. VIRTUAL REALITY & AUGMENTED REALITY “Any sufficiently advanced technology is indistinguishable from magic.” - Arthur Clarke, 1975 Image Courtesy of Magic Leap Image Courtesy of Microsoft “The future is already here —it’s just not very evenly distributed.” - William Gibson, 2003

  4. Gaming Sports PERSONAL ENTERTAINMENT VR Movies Concerts Travel Retail

  5. QUADRO PROFESSIONAL VR/AR MEDICAL ARCHITECTURE DIGITAL CONTENT CREATION MANUFACTURING COLLABORATION DESIGN

  6. VALUE OF PRO VR VALUE OF VR EXPERIENCE EFFICIENT COLLABORATION NATURAL INTERACTION SCALE

  7. VIEW FROM THE PRECIPICE - RON SWIDLER, THE GETTYS GROUP 7

  8. Gettys + VR for NVIDIA Pro VR Summit 2016

  9. “…a strange and beautiful object that we call an idea.”

  10. How do we presently share our strange and beautiful ideas?

  11. Phases: Concept…buy-in Design Development…approval Pricing…funding Revisions/Const. Docs…sign-off Building…const. admin. Completion…

  12. Phase 1: Concept

  13. Phase 1: Concept

  14. Phase 1: Concept

  15. Phase 2: Design Development

  16. Phase 2: Design Development

  17. Phase 2: Design Development

  18. Phase 3: Pricing

  19. Phase 4: Revisions/Construction Docs

  20. Phase 5: Building/Construction Admin.

  21. Phase 6: Completion

  22. “…we have to move past the spectacle and into the storytelling.”

  23. Gettys + VR where are we now?

  24. What Gettys is doing: Promoting VR Offering trial VR Demoing VR Buying into VR

  25. INFLECTION POINT IN PRO VR Viewing a glass fissure computed in a 5-Million atom molecular dynamics nanoscale simulation. Data from University of Southern California. Visualization by the Argonne Leadership Computing Facility and the UIC Electronic Visualization Laboratory (EVL), and viewed in EVL’s CAVE2™ Hybrid Reality Environment.

  26. VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Touch

  27. DISPLAY Challenges High-resolution: 60 PPD (20/20) Large Field Of View: 110 degrees Fast refresh: 90 Hz Light: 1 pound Cheap: Hundreds of dollars Solutions Tethered - Oculus Rift - HTC Vive Untethered - GearVR - Google Cardboard

  28. RENDERING Ultra-High Resolution and Frame Rate TRADITIONAL = 60 MP/S (1920 X 1080 @ 30 FPS) VIRTUAL REALITY = 450 MP/S (3024 X 1680* @ 90 FPS) 1080 1680 1920 1512 1512 *VR render resolution

  29. VR PERFORMANCE DEMANDS Ultra-Low Latency Motion to Photon: ≤ 20 ms

  30. QUADRO PASCAL: P5000 & P6000 10 GHz PASCAL ARCHITECTURE 16NM FF G5X CRAFTSMANSHIP SIMULTANEOUS MULTI-PROJECTION & PRE-EMPTION

  31. TRACKING Challenges Vive - Lighthouse Fast update (60Hz) Accuracy: accurate position must be less than 3mm Easy to use, convenient, lightweight, cheap devices Solutions Optical sensing Mechanical trackers Magnetic trackers Acoustic trackers Inertial trackers Outside in solution: VR headset and its controllers are tracked through the use of area-sweeping lasers Warped Image Rendered Image

  32. VALVE’S LIGHTHOUSE

  33. TRACKING USING “SLAM” Inside Looking Out What is SLAM Map and update an environment while keeping track of an agent location within it Usage of SLAM Augmented reality, indoor navigation, 3D mapping, self-driving cars, etc. Products Tango in mobile devices Hololens Warped Image Rendered Image

  34. VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Haptics

  35. SIMULATING AUDIO IN VR SYNTHESIS DIRECTION PROPAGATION Location of Incoming Sound How Sound Moves in Space Creation of Source Sounds

  36. Models Direction and Propagation Using Ray Tracing

  37. HAPTICS Collision Detection & Deformation Modeling FORCE FRICTION RESTITUTION PhysX API PhysX Constraint Solver Haptics Layer

  38. HAPTIC DEVICES External Contact Body Suit Glove Simulate touch using vibration. Example: gloveOne Simulate touch using external props. Examples: THE VOID, HapticWave, surgical simulation Simulate touch using full body suit via direct contact. Example: teslasuit Rendered Image

  39. REALISTIC PHYSICS Simulating behavior in VR PHYSX FLEX DESTRUCTION HAIRWORKS FLOW CLOTH 42

  40. VR

  41. NVIDIA VRWORKS Comprehensive SDK for VR Developers GRAPHICS TOUCH & PHYSICS HEADSET AUDIO PROFESSIONAL VIDEO

  42. VR TECHNOLOGIES Today The Future Coming Soon Photo- realism Display Rendering Tracking Audio Seamless Immersion Touch

  43. UX/UI IN VR Today Inputs and UI UI/UX for VR Use direct and natural manipulation, such as: speech, touch, gaze Rendered Image Not the right UX for VR

  44. DESIGN FOR VR 48

  45. PROFESSIONAL VR WORKFLOWS FOR THE AEC INDUSTRY - ANDREW RINK, NVIDIA 49

  46. VIRTUAL REALITY FOR ENTERPRISE WORKFLOWS VR / AR / MR for the AEC Industry VIRTUAL REALITY AUGMENTED REALITY MIXED REALITY 50

More Related