Immersive experiences are now one step closer to the user and away from cumbersome cables. With the new SDK kit recently launched by NVIDIA, companies can use 5G and enterprise networks for tetherless XR streaming to Windows and Android devices.
NVIDIA CloudXR – Making Technology Simpler and More Powerful
Thanks to NVIDIA CloudXR SDK kit, users will be able to enjoy VR, AR, and MR experiences at the highest definition of graphics and sound on head-mounted devices or mobile devices. They will have complete freedom of movement to explore the virtual environment, because they won’t need to connect their devices to a computer by cables.
This is possible thanks to the widespread access to high-speed 5G and enterprise networks. With NVIDIA CloudXR, any lightweight 5G-enabled mobile device becomes capable of XR streaming at professional quality. Thus, the new SDK kit has the potential to transform various industries, from manufacturing and industrial design, to education and entertainment.
See Also: Holo-Light Launches ARES AR Workspace for Engineering and Industrial Design
How Is XR Streaming Possible in Hi-Fi for Tetherless Devices?
CloudXR uses the powerful NVIDIA RTX GPUs and provides a virtual HMD driver that allows the VR/AR application to perceive the end device (HMD or smartphone) as a locally connected device.
The CloudXR server driver receives each image frame from the application and then encodes it and transfers it to the CloudXR Client App. Hence, there is no loss in image or sound quality, even if the transmission comes from a long distance.
Who Stands to Benefit From the New Tetherless XR Streaming Capability?
NVIDIA CloudXR is designed to meet telco standards in terms of security, manageability and capacity to support multiple users. Thus, it can become a game-changer for enterprise data centers, telecommunication platforms as well as consumer platforms.
From architecture firms to game developers, healthcare units to engineering, and industrial design, a wide range of companies can enjoy a better way to work. Free from cables, but without compromising on graphics quality, designers and engineers can work more efficiently on virtual models of various objects.
What NVIDIA CloudXR Consists Of
The SDK kit comprises of three powerful tools for developers:
- CloudXR Server Driver containing the binaries and libraries for the server-side;
- CloudXR Client App – the sample application specific to each operating system;
- CloudXR Client SDK containing the binaries and libraries specific to the operating system.
As a basic requirement for the CloudXR Server Driver, the client must have servers running Windows 10 or higher and equipped with NVIDIA GeForce, Quadro or Tesla products with Pascal or latest-generation GPUs.
Compatible End Devices for NVIDIA CloudXR
The tetherless XR streaming experience is available for both head-mounted displays and Android phones that support Google ARCore. The supported HMDs are:
- OpenVR enabled devices tethered to NVIDIA Pascal or NVIDIA Turing based GPU (such as VIVE Pro and Valve Index);
- Untethered Android-based devices (Oculus Quest, GearVR).
See Also: Visualix Releases SDK for Its AR Application for Navigation
As for other HMD producers, they can use CloudXR Client SDK to create APKs tailored to their devices. As for iOS devices, there is no information, at the moment, whether the SDK will be expanded to include Apple smartphones and tablets.
How Can Companies Access NVIDIA CloudXR?
Interested stakeholders can apply for access to the SDK kit here. At the moment, eligible users include:
- Telco providers;
- Network integrators;
- HMD manufacturers;
- Enterprise users or IT managers;
- Independent software vendors.
What’s Coming Up Next for Snapchat? Here’s Everything You Need to Know
Snap lenses, as we have known them until now, employ machine learning within preset limits as designated by Snap. However, now with SnapML, these limits have been lifted: Lens Creators can now input their own machine learning parameters to deploy any number of visually engaging AR effects in the real world.
SnapML bridges the worlds of data science and creativity to create new engaging, memorable, and unique AR experiences. Not only is it truly a creative sandbox, SnapML can also unlock distinctive triggers for people to discover organically while playing around with lenses and effects, which means that no two AR experiences will be exactly alike — and that you can bake more layers and capabilities into each brand experience from the onset.
A few examples:
Custom segmentation — the ability to detect and mask any shape or object trained by SnapML. For example, you could have the lens recognise your brand logo, and then augment an effect on top of it.
Multiple segmentation — the ability to mask different areas of the world — everything from the floor and sky down to specific objects like trees and people — with individual effects, allowing a totally unique AR experience all within one lens.
Hand gesture recognition — the ability to trigger specific Lenses with specific hand gestures, eg. a peace sign.
AR 101 — A brief summary (Part 1)
In this article, you will find:
- AR definition,
- Basic features, and
- AR problems and challenges.
Augmented Reality (AR) is a technology that overlays digital content (graphics, text, audio, and video) on real-world images using mobile devices, PCs, or glasses, which have an integrated camera and specialized software (Papagiannis, 2017).
Augmented Reality must be characterized mainly by (Azuma, 1997)
- combining real and virtual objects,
- being interactive in real-time, and
- aligning 3D objects.
Some AR Types
Augmented Reality can be applied mainly on markers, 3d objects, flat surfaces, and faces.
AR’s advantages are the tools it provides for various tasks in scientific, industrial, and entertainment areas (Peddie, 2017).
Read more here:
Some important AR facts:
- 60s: Engineer Ivan Sutherland, created the SketchPad project, a system based on what is now known as computer graphics, and created a see-through to present 3D graphics (Krevelen, 2010)(Jaimini, 2016).
- 70s: Group of researchers at different organizations, such as NASA, the Massachusetts Institute of Technology, and the University of North Carolina, continued research in computer graphics and virtual reality (Krevelen, 2010).
- 80s: American Air Force developed a high-cost Super Cockpit plane simulator that mixed virtual and physical elements through an optical vision helmet (Krevelen, 2010).
- 90s: The scientists Caudell and Mizell designated the term Augmented Reality when developing an experimental system to help workers put together wiring harnesses (Krevelen, 2010).
- 2000s: First outdoor mobile AR game ARQuake. The FLARToolKit software was announced for free use, ported by the Adobe Flash platform. Google launched Google Glass, and Microsoft launched HoloLens, a head-mounted display (Krevelen, 2010)(Jaimini, 2016).
- 2010s: Companies are investing in the potential of this area like Google with ARCore and Apple with ARKit (Papagiannis, 2017).
Every AR system must (Craig, 2013):
- detect the presence of one or more objects of interest,
- align their positions, and
- continuously track their movements.
Some problems in Augmented Reality applications can be influenced by different factors (Craig, 2013)(Shi, 2015):
- Hardware resources and conditions (energy efficiency, portability, data storage, and processing capacity),
- Lighting (variations or light effects),
- Motion blur (noise image or fast motion blur),
- Scale or distance (limited range between camera and actual object), and
- Latency (system delays).
Wonderglade Review: Dated Daydream Minigames Land On Quest
There was a time — and a platform — in which Wonderglade proved a likable little collection of minigames, but that time has long since passed.
Arriving today on Oculus Quest, Wonderglade is a port of Resolution Games’ first title for the long-forgotten Google Daydream platform. On that three degrees of freedom (3DOF) headset, the studio gradually rolled out a handful of carnival-themed minigames like golf and putting out cardboard fires with a hose. Now the full set arrives with updated 6DOF controls but, like other 3DOF ports such as Fail Factory, Wonderglade finds itself stuck in the past.
Clearly this isn’t a title designed for the most demanding of VR enthusiasts but instead perhaps their children. And Wonderglade’s six minigames may offer a few hours of mindless distraction for younger children (which, we’d note, we wouldn’t recommend you let experience VR anyway). Tellingly, even your virtual hands are alarmingly small in this game.
Half of the experiences do carry some simple thrills. Tip N Tilt Racing has you rotating a controller to race ballooned animals around farm-themed levels as quickly as possible and Tinder Town’s wave-based fire extinguishing has its charms. Tiny Tee Golf doesn’t offer anything like the depth of, say, Pro Putt Golf, but it’s probably the game’s best pass-and-play experience for families to enjoy.
Even then, though, any momentary fun is quickly forgotten. Less successful are the other half of games that either don’t have much substance to them or don’t translate to 6DOF VR very well. Bistro Basher simply requires you to waggle a controller over food items as quickly as possible to smash them, while Hamster Hoops’ wonky throwing mechanics make it tough to score baskets. Magic Mayhem has you tapping projectiles mid-air with the end of a staff which… is about as fun as that sounds.
As you play you can earn tickets for new cosmetic items, and some of the games do have small ‘campaigns’ to see through, but you’ll have seen all Wonderglade has to offer over the course of about 30 minutes. Also (and I realise this is kicking something when it’s down) I really can’t stand the kid that leads you through the tutorial. Stop shouting at me, please.
Wonderglade Review Final Impressions
With Daydream dead and Oculus Go winding down, I can understand why Resolution Games wants to get its existing library of content onto Oculus Quest. But the fact is some of its once-novel concepts were best left to memory, and Wonderglade is very much one of those games. This is a 50/50 set of harmless or boring experiences that don’t really have any place on a 6DOF platform and, whatever the target audience you’re buying for, you could do better.
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