NVIDIA develops new display technology to create future VR system

Virtual reality (VR), augmented reality (AR) and virtual reality brought by virtual reality are all new areas of computer graphics applications, but this field is not like video games, movies have decades of production expertise and stability. Technology that presents computer graphics potential on a 2D screen.

According to Road to VR, graphics chip maker NVIDIA is optimistic that VR will become the interface for all computing operations, replacing mobile phone screens, computer screens and keyboards, televisions and remote controls, and car dashboards. Video games are an important application for early adopters of VR. NVIDIA also publishes new VR functions on each GPU architecture. However, the field of VR technology is definitely not limited to video games, and is expanding to office, social, fitness, medical, Tourism, science and education.

VR needs to be integrated into everyday life, its system must be more comfortable, easy to use, affordable, and powerful. NVIDIA is developing a new head-mounted display technology that replaces the current bulky VR headset with thin glasses that use laser and holographic images. The device is equipped with a new GPU and graphics software.

Dr. Morgan McGuire, NVIDIA Research AR/VR researcher, said that before understanding the VR system technology NVIDIA is exploring, it is important to understand how movies, video games and modern VR systems work.

NVIDIA develops new display technology to build future VR system

1, movie drawing system

Hollywood action movies are often combined with real-world objects and computer animation (CGI) to show amazing visual effects. Because CGI technology is very developed, some films even use computer to make scenes. The process of making computer animated movies includes script creation, model making, primitives, renderers, and displays, where the renderer section uses the Path Tracking algorithm to simulate the same realistic light as a photo in a virtual scene.

After rendering, you need to manually color and synthesize the 2D image. This process is cyclically modified until it is finally presented to the audience. NVIDIA's goal is to achieve VR image quality.

2, computer games

The system used in 3D games evolved from a movie drawing system, and its workflow was similar to that of a movie, but it increased the player's interactive loop. When the player sees something on the screen, the button is pressed and the input data is fed to a later screen in the image processing workflow, which causes a delay. If you want to make the game play smoothly, you must control the delay to within 150 milliseconds (ms).

There are many factors that cause delays. For example, the game uses a rasterization rendering algorithm instead of path tracking. This process involves many stages, each of which adds latency. Computer games can provide a great visual experience. If you add art direction, you can get close to the quality of movies in computer animation or real people. However, because the visual effects of the game must be adjusted according to performance, the picture is relatively static.

3. Modern VR system

When developers move from game to VR, the first challenge is the increase in specifications. The original graphics increase from 60 million pixels per second to 450 million per second for VR, not only the throughput is increased by 7 times, but also the delay time. Reduced by 7 times.

The key technology that can reduce the delay gap in modern VR systems is called Time Warp, which reduces the perceived delay from 50ms to 0ms. Another key technology is Lens Distortion. The high-end camera optics contain at least five high-quality glass lenses, but they are very heavy, bulky and expensive, so most head-mounted displays use a single piece of cheap plastic. The lens, in order to correct distortion and chromatic aberration, must pre-distort the image in the opposite amount.

NVIDIA's GPU hardware and VRWorks software accelerate the speed of modern VR workflows. GeForce GTX 1080 and other Pascal-based GPUs use the new Simultaneous Multiprojection feature to render multiple views and increase throughput and latency.

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