Part 1 of this post is here, and includes the list of presenters as well as links to their companies, topics, etc.
If you are working with VR, I would also like to let you know about a book I have been working on: you can be part of it!
Thanks again to Vive and AsiaVR for putting together such an inspiring event!
OK, again, these notes are in no particular, and in some cases I am just sharing fragmented thoughts and or links.
The Nvidia Funhouse was introduced by Delia Hou, nVidia , in her presentation entitled NVIDIA VR Works: Accelerating and Enhancing VR Experiences. I was captivated and took few notes. This article from GEforce, however, summarizes what Funhouse is and talks about the back end.
A brief description of Funhouse, from Youtube:
NVIDIA VR Funhouse highlights what NVIDIA Pascal-based GeForce GTX 1080 GPUs can do for VR. Built using Epic's UE4, VR Funhouse brings a new level of immersion to VR by enhancing what you see, hear and touch through a combination of great graphics, fully interactive audio and simulated physics.(the red coloring is my doing; I want to emphasize this...) As for the following clip, I reluctantly have to say that, as one who has produced hundreds of promos, this one falls short...)
Now...this video has got the FUNHOUSE HEAT!
Finally, from The Verge:
Another presenter was Martin Eklund, from Space Plunge. Part of his presentation was about GPU-coding for animation and certain effects, but the highlight for me was Art Plunge, which is now in a Kickstarter campaign.
Related articles: VR and game development is not a grocery store by Joe Radak on Medium) An Engadget article on a Breakdown on the costs of Character Development, by Jessica Conditt
Weiging, from HTC Vive, gave a presentation on the New Era of VR
Discovered this...(ultimate empathy machine?NOT! But would thrilled to be proven wrong.)
Joe McGinn, from DigiPen Institute of Technology, shared insights into Presence in VR. "Presence" is what it is all about. Immersion. The technical side must become so good that it is invisible. One glitch, one dropped frame and the illusion vanishes. Joe's talk highlighted ways to put the "real" into virtual reality.
I would like to deeply thank all of the presenters and the organizers. Starting from 2002 I was deeply involved with VR, gamememaking and educational uses of VR. In 2007, because of unforeseen circumstances with the company that I was employed with, as well as new opportunities, I shifted my focus to art and writing. The Kindle (a device built by a megacompany; a device dedicated to only ebooks!) was launched in 2007 and with it, my book writing began. I've since written five books, including a Singaporean bestseller. My plan was to wait until mobile had stabilized and VR was almost ready for mass adoption..and here we are! This bootcamp brought me up to speed. Some things haven't changed: although computational power has increased, graphics are still a challenge. I was thrilled to discover, with an open mind, the state of physics engines and haptics. Now we have HMDs and hand controllers! WOW!.......It's 2017... I have characters, artworks and ideas for VR experiences and am more than ready to help define VR cinema...