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So you want to build a Holodeck? #OctaneRender #VR #AR OTOY Inc. March 2015

OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

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Page 1: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

So you want to build a Holodeck? #OctaneRender #VR #AR

OTOY Inc.

March 2015

Page 2: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 3: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Holodeck – a 20th century take on VR

Light field displays are coming, but…

VR / AR will offer a cheaper and more immersive option to billions sooner

Page 4: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 5: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Holodeck – a 20th century take on VR

OTOY’s mission: make digital holographic* content creation practical

*(Digital Hologram: 8D light field volume + depth +reflectance)

Page 6: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OCTANERENDER AND SPACE STATION 76

2

Page 7: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

2.0

Displacement mapping

Page 8: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

MOTION BLUR

2.0

Object Motion Blur

Page 9: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

HAIR / FUR

2.0

Hair and Fur primitives

Page 10: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

2.x

Deformable object motion blur

Render passes

Ultra fast out of core CPU textures

Page 11: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

2.2

Oculus VR support – done right

That’s everything on our GTC’14 roadmap for 2.x

Octane 2 – ready to replace CPU rendering in VFX?

Yeah. Only one test I wanted to see us pass…

Page 12: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 13: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 14: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 15: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015
Page 16: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OCTANERENDER AND SPACE STATION 76

Page 17: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

VR

It’s an experiment – a bet on VR to push awareness

Available to all between April to July on OTOY.com

All the features of Octane 2.2 – NOT A DEMO version

Free – even for commercial use

If it works – and we all want it to – we’ll keep it free

Page 18: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

2015 / 2016 Roadmap

Page 19: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

What’s next?

Page 20: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OCTANERENDER AND SPACE STATION 76

3

Page 21: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Cloud Rendering

Page 22: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Page 23: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 24: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating Media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 25: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating Media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 26: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating Media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 27: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating Media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 28: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

Volumetric primitives: Clouds Snow Mist Gas Participating Media Procedural fractals!*

(* microfacet displacement for organic objects)

Page 29: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

OpenVDB native support for particles, smoke, fire:

Page 30: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3

OpenSL shaders (huge!)

Page 31: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3 OpenCL – Octane on CPUs, GPUs, FPGAs and ASICs

Out of core rendering of geometry w/ CPU fallback

FBX (bones/skinning) and PTEX supported natively

Page 32: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3.x Deep pixel rendering

Live bridge between O3 plug-ins – e.g. Max -> Nuke

Adobe Photoshop plug-in ships in O3 with live deep pixel linking

Texture baking (UV / volumetric) for Unreal and Unity plug-ins. Supports SH, can be done live or offline

Unlimited mesh size and infinite primitive count

Page 33: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3.x Raw lighting and albedo render passes

Fine-grained reflection, shadow and illumination casting controls per object or layer

Fully configurable UI, transform gizmos and dockablewindows in O3 Standalone

New 3rd party plugin APIs: C modules and portable LLVM-based modules in ORBX packages / script nodes

Page 34: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3.x NEW: ORBX media files

Based on ORBX scene format, but for output…

Cached render data in the form of light fields, film buffers

Movie and audio textures including MP4 and HEVC

Per node timelines

Light field volume primitives

Page 35: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3.x

ORBX media files support web and mobile viewing of interactive content for HTML5, VR and AR

Interactive scene baking to Web / VR / AR without any game engine dependency

Page 36: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

3.x

Open and free alpha in June

3.0 Release later this year (Q3)

3.x updates continuing into 2016

Page 37: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OctaneRender ecosystem– 21+ plugins and counting

PhotoShop

NUKE

Houdini

AfterEffects

MotionBuilder

Unreal Engine

Zbrush

Page 38: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Houdini

Page 39: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

AfterEffects

Page 40: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Motionbuilder

Page 41: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Additional plugins coming from 3rd party developers

Unity

Bryce

Hexagon 3D

Blackmagic Fusion 360

Page 42: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OctaneRender Cloud (ORC)

Page 43: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

OctaneRender Cloud (ORC)

Unlimited fire and forget – all web based on orc.otoy.com

Upload scenes on web, or from plug-ins, then render on the cloud

Ideal for parallel workflows (i.e. animation, light field)

Octane CE runs live on desktop.otoy.com for DCC cloud services on X.IO

Page 44: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

ORBX -> Brigade

Page 45: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

Dynamic noise free rendering of ORBX scenes from the cloud:

Page 46: OTOY Presentation - 2015 NVIDIA GPU Technology Conference - March 17 2015

HAIR / FUR

Thank you!