Unlocking 360° Virtual Reality (VR) by Spherical Deep Learning Continuity
120,010
2020-06-01 to 2021-03-31
Feasibility Studies
no public description
Unlocking 360° Virtual Reality (VR) by Spherical Deep Learning
280,023
2020-05-01 to 2021-07-31
Study
Today's virtual reality (VR) experiences provide either photo-realism or interactivity --- but not both at the same time. VR experiences based on 360° video content are photo-realistic since they are based on photography. However, these experiences are not interactive since they are based on footage from a camera at a given position and hence the user cannot move about in the virtual scene. Alternative VR experiences based on computer generated imagery (CGI) do provide interactivity but are usually far from photo-realistic. In this project Kagenova is developing core technology to provide photo-realism and interactivity at the same time and at scale. To achieve this elevated level of realism and immersion, we are developing novel deep learning techniques for spherical data, such as 360° photos and videos. Our technology allows users to walk into 360° VR video and move about in the scene. We turn 360° video content into explorable virtual worlds, thereby democratising VR content creation so that life-like immersive content can be created by anyone with a cheap, consumer-grade 360° camera.
Next-generation virtual reality with artificial intelligence
69,972
2018-05-01 to 2019-04-30
Feasibility Studies
While virtual reality (VR) experiences based on 360-degree photos and video are prevalent already, and content continues to grow rapidly, user uptake has been somewhat subdued. This is because 360-degree VR experiences lack interaction. A user can look around a scene but cannot move within it. For example, in a 360-degree VR environment it is currently not possible to take a step to view the scene from different perspectives or to lean forward to inspect the details of objects in the scene. Even when simply looking around a scene, users typically make small movements of their head, of which they may not even be aware. As soon as motion like this in the physical world is not reflected in the virtual world, cyber motion sickness is induced and the user quickly feels nauseous. We will develop techniques to support motion in 360-degree VR experiences, providing a more realistic and immersive experience and, in the process, eliminating cyber motion sickness.
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