Virtual > Reality: VR Village at SIGGRAPH 2016

Virtual > Reality: VR Village at SIGGRAPH 2016

​Immersive and Interactive Procedure-Training Simulator for High-Risk Power-Line Maintenance © 2016 Eduardo Zilles Borba, Marcio Cabral, Andre Montes, Olavo Belloc,Marcelo Zuffo: Universidade de São Paulo

As the premier conference showcasing cutting-edge computer graphics and interactive techniques, SIGGRAPH 2016 will demonstrate a new landscape for the future of Virtual Reality (VR) and Augmented Reality (AR). In this year’s VR Village, attendees will discover how VR and AR tools are radically changing the formats of storytelling, engaging audiences, and powering real-world applications in health, education, design, and gaming.

There are three categories featured in VR Village: demos, installations, and (new for 2016VR Storylab. The VR Storylab blends narrative-driven, 360-degree VR content in a physical lab environment. It provides an immersive adventure by displaying a diverse assortment of art, entertainment, academic, scientific, and experiential VR.

Check out just a few of the works you can expect to see at the SIGGRAPH 2016 VR Village:

“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing
This system explores how humans understand and develop viewing behaviors with mutual paralleled first-person view sharing, in which the user can see others’ first-person video perspectives as well as their own perspectives in real time.

parallel eyes

“Parallel Eyes”: Exploring Human Capability and Behaviors With Paralleled First-Person View Sharing © 2016 Shunichi Kasahara, Sony Computer Science Laboratories, Inc.; Mitsuhito Ando and Kiyoshi Suganuma, Yamaguchi Center for Arts and Media; and, Jun Rekimoto, Sony Computer Science Laboratories, Inc., The University of Tokyo


IRIDiuM: Immersive Rendered Interactive Deep Media
Attendees are invited to enter the first movie-quality graphics environment with the ability to move and interact with characters. This “deep media” solution allows motion parallax within pre-rendered graphics, while sparse-sensor motion capture solving allows unobtrusive embodiment within animated virtual worlds.

IRIDiuM

IRIDiuM: Immersive Rendered Interactive Deep Media © 2016 Babis Koniaris, Ivan Huerta, Maggie Kosek, Karen Darragh, Charles Malleson, Joanna Jamrozy, Nick Swafford, Jose Guitian, Bochang Moon, and Ali Israr, The Walt Disney Company; and, Kenny Mitchell, Disney Research, The Walt Disney Company, Edinburgh Napier University


Sent: A Virtual Reality Short Film
This five-minute, 40-second VR short from Light Chaser Animation tells the story of an emoji “Goodbye” who embarks on a magical journey that turns things in surprising ways for all.

Sent

Sent: A Virtual Reality Short Film © 2016 Gary Wang, Li Mi, Lei Han, and Di Cui, Light Chaser Animation Studios

We look forward to seeing you in Anaheim, 24–28 July 2016, to explore all of the latest computer graphics and interactive techniques!Save

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