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Yuval Boger CEO/VRguy, Sensics [email protected]

Using OSVR to Support (practically) Any Device in VR/AR

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Page 1: Using OSVR to Support (practically) Any Device in VR/AR

Yuval Boger

CEO/VRguy, Sensics

[email protected]

Page 2: Using OSVR to Support (practically) Any Device in VR/AR

What if your Web Browser only workedwith a Logitech Wireless Mouse?

No one wants to write a game that works only on one device

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Page 3: Using OSVR to Support (practically) Any Device in VR/AR

VR/AR Expertise

- Sensors

- Optics

- Electronics/FPGA

- Industrial design

- Human factors

- Open Source

Gaming goggles

Low-vision devices

Professional

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Open-source Hardware Open-Source Software

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• A multi-platform, standardized interface to virtual reality devices and peripherals.

• A set of high-performance rendering utilities

• Highly extensible

• Free and open source, Apache 2.0 license

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Page 11: Using OSVR to Support (practically) Any Device in VR/AR

Hundreds of devices (see osvr.github.io) Game Engines

• Unity

• Unreal

• CryEngine

• WebVR

• SteamVR

• Blender

• Monogame

• DirectX

• OpenGL

• And more

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• Interfaces are the primitive "pipes of data“

• A Device exposes one or more interfaces

• Tracker

• Eye tracking

• Display

• Imager (camera)

• Skeleton (e.g. hand, full body)

• Analog

• Button

• Gesture

• Poser (e.g. motion platforms)

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Page 15: Using OSVR to Support (practically) Any Device in VR/AR

Synchronous: blocking read or write

Asynchronous: callback for an event

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osvr::clientkit::Interface lefthand = context.getInterface("/me/hands/left");

OSVR_ReturnCode ret = osvrGetPoseState(lefthand.get(), &timestamp, &state);

or

osvrRegisterPoseCallback(lefthand, &myTrackerCallback, NULL);

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YEI Tracker OSVR HDK Tracker

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DK2 Vuzix 720

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• Direct mode

• Asynchronous time warp

• Distortion correction

• Preview window

• Easy to add new or custom HMDs

• Next up: foveated rendering

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• Dynamically loaded, open- or closed-source

• Device plugins

• Analysis plugins, such as:

• Sensor fusion

• Predictive tracking

• Position detection

• Augmented reality

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Page 23: Using OSVR to Support (practically) Any Device in VR/AR

• Additional devices, platforms and game engine integrations

• Graphical tools to make configuration easier

• Foveated rendering

• New analysis plugins such as gesture engine, augmented reality

• It’s free and open – so we hope to see your code as well!

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Page 24: Using OSVR to Support (practically) Any Device in VR/AR

• Supports multiple devices, operating systems, game engines

• Unified, device-independent programming model

• Optimized game engine interfaces

• Full set of capabilities

• Free and open source

• For additional information:

• Yuval Boger, [email protected]

• osvr.github.io ; www.osvr.org

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