Cinema meets Videogames : Strange bedfellows, or Match made in Heaven?

We’re fresh back from the epic Digital Hollywood conference / rolling party in LA, and chock full of ideas of how to integrate classic cinema techniques with our native videogame tropes.

See, 80+% of the participants at the conference were from traditional media backgrounds — music, TV, film. And while VR was absolutely the hot topic of the show — as it was for CES, GDC, and NAB — there was as much confusion as there was excitement about the commercial and artistic promise of this brand spanking new medium.

One of the key findings on our part was a genuine need to integrate cinema techniques, aka linearity, composition, color and storytelling —  into our hyper-interactive realm of videogame design. Thus began our investigations. What exactly does it take to make full, HD, 3D, 360 captures of real-world environments?

We’ll get into more details later, but for now I want to spell it out, if only for technical humor: It takes a:

  • 12-camera
  • 4k
  • 360°
  • 3D stereoscopic
  • live capture stream
  • …stitched to form an:
  • equirectangular projection
  • over / under
  • 1440p
  • panoramic video

Say that 12 times fast. Oh, and be ready for handling the approximately 200GB / minute data stream that these rigs generate. Thank god for GPUs.

What does that look like in practice?
Like this:

A still frame from a 360 stereoscopic over/under video. Playback software feeds a warped portion of each image to each of the viewers eyes.

A still frame from a 360 stereoscopic over/under video. Playback software feeds a warped portion of each image to each of the viewers eyes.

And how do you capture it? With something like this:

360Hero GoPro stereo 360 rig

12 camera GoPro 360Hero rig

Or, if you’re really high-budget, this:

Red Dragon 6k 360 3D stereoscopic capture rig by NextVR_Rig1

array of 10 Red digital cinema cameras (photo not showing top and bottom cam pairs)

Though personally, we really prefer the sci-fi aesthetic:

jaunt-sci-fi-rig-header

an early 3d 360 capture prototype by JauntVR

Then there’s the original 360 aerial drone capture device, circa 1980

Empire Viper Droid, Empire Strikes Back, c. 1980, LucasArts

Empire Viper Droid, Empire Strikes Back, c. 1980, LucasArts

Then, the ever-so-slightly more sinister, and agile version, circa 1999…

Sentinel Drone, The Matrix, 1999, via the Wachowski brothers

Sentinel Drone, The Matrix, 1999, via the Wachowski brothers

What do you think? Is the realism of live capture worth the trouble? Would you prefer “passive” VR experiences that transport you to hard-to-get-to real world places and events, “interactive” experiences more akin to xBox and PlayStation games, or some combination of the two?

Join the conversation below:

mobile : the final destination

Witness : the future. a truly mobile VR picnic.

Witness : the future. a truly mobile VR picnic.

Way back in 2005, I was in the business of creating massive multiplayer augmented reality systems. My team created playspaces which could read up to 200 players simultaneously, using high-powered projectors to paint the space with light, complex multi-camera arrays to sense the people and their movements… and very highly tuned algorithms to transform those raw camera feeds into usable structured data, in real time, with near-zero latency. This was called markerless motion capture, or markerless mocap. It was before Microsoft Kinect, before time-of-flight, and was considered one of the holy grails of computer vision.

We were able to package all this equipment: CPU, GPU, projector, cameras… all into a single piece of unified hardware. Our first build weighed in at 110 lbs.

The Gizmo v1 was a massive 89 pound steampunk joy machine

The Gizmo v1 was a massive 89 pound steampunk joy machine

I lugged that beast all around North America, paying the steep fees to airlines and hurting my back all the while. Due to the physical stresses, I demanded that we bring the weight in under 50 lbs, the top limit of airlines, and indeed, with some clever mechanical engineering, we were able to accomplish that goal.

Gizmo v3 weighed in at a svelte, travel-ready 49.9 lbs. including high-lumen projector, camera-array, power supply, CPU, GPU, and fans.

Gizmo v3 weighed in at a svelte, travel-ready 49.9 lbs. including high-lumen projector, camera-array, power supply, CPU, GPU, and fans.

Nonetheless, 49.9 lbs was still a hell of a lot to haul around, especially given my 13th story walk-up apartment in Lower East Side, Manhattan where I was based at the time. On the 20th time I climbed those stairs, I swore to the gods above that never again would I haul heavy hardware around the planet.

That promise held true for many years. Until now. Now, in 2015, somehow we find ourselves again in need of high powered GPUs, with the accompanying massive power supplies and cases. Thank the gods, I was able to engineer this thing to less than 20 lbs this time: the cameras are featherlight, and the projectors are replaced by goggles. Instead of projecting to an outerworld, we are creating rich innerworlds. However, its still a massive amount of heavy iron.

which brings us to the key event:
a seminal board meeting of my former company.

Matt, Suzanne, and I were sitting at the massive mahogany conference table, alongside all of our Board of Advisors: brilliant businessmen, financiers, and researchers. We presented our new ultralight 49 lb. unit, the PlayBox Mark IV. My father was in attendance; he played a key role in ushering in the modern era of VR, having launched the military’s SimNet initiative waaay back in 1980. He simply looked at the schematics, and said:

“You do realise, that all that hardware is going to sit inside a cellphone, inside of 5 years?”

At the time, I scoffed:

“A cellphone? That’s ridiculous! Do you realise the graphics supercomputing power we are harnessing to make this a real-time, responsive, computer vision AR system?”

But as the days, months, and years went on, I realised the wisdom of my father’s words. First came the pico-projectors, medium-lumen LED-powered HD projectors that were the size of a matchbox. Next came the low-powered, high-resolution stereoscopic camera arrays, these the size of a dime. And finally came nVidia’s Tegra line of GPUs, ulttra-fast graphics supercomputers that were purpose-designed for smartphones and tablets.

Before I knew it, all the parts were in place.

Which brings us to the present moment.

Once again, we have built graphics supercomputers to ease our entry into real-time, high-performance VR. We tweak and optimize every component to maintain the floor 75fps required for genuine presence.

the engine of our current VR-PC, the venerable Radeon 7990. 400 watts, 4 gigaflops of graphics supercomputing horsepower, and 75fps on our Oculus Rift.

the engine of our current VR-PC, the venerable Radeon 7990. 400 watts of energy draw, 4 gigaflops of graphics supercomputing horsepower, and 75fps on our Oculus Rift.

And then, I got a Samsung Note4 and the GearVR peripheral, a hardware/software combo lovingly hand-architected by none other than John Carmack, designed to deliver high-performance VR in a truly mobile form factor.

Samsung GearVR : the harbinger of the final form factor of VR : light, wireless, fast, mobile.

Samsung GearVR : the harbinger of the final form factor of VR : light, wireless, fast, mobile.

The shocker? To date, my GearVR has outperformed all desktop solutions we’ve created.

Let me say that again:

A $900 battery-powered 6-ounce smartphone currently outperforms my $2500, 1-kilowatt, 21-pound desktop beast…

AND, the added element of freedom of physical movement is not even factored in here. The ability to bring your GearVR on a picnic in an Adidas sport bag, as opposed to bringing people into your studio and holding the cords out of their way… that alone justifies the Gear.

In short: as soon as possible, dSky will be focusing all efforts on mobile as our lead platform. No worries, Oculus, Sony, and HTC: our apps and experiences will still perform insanely wonderfully on your platforms. Its just, as with the world:

dSky is Mobile First.