Researchers from NVIDIA, Adobe, and Stony Brook University developed a system that allows VR users to explore large virtual worlds in small physical spaces, enabling them to avoid walls, furniture, or other players.
The research, first presented at the GPU Technology Conference (GTC) in San Jose earlier this year and featured in an NVIDIA blog, works by tracking rapid eye movements called saccades.
The main contributions of this work are, “an end-to-end redirected walking system based on saccadic suppression, effective for consumer room-scale VR; and a real-time path planning algorithm that automatically avoids static and dynamic obstacles by responding to individuals’ eye movements − our optimization links user behavior and physical changes, considers possibilities of near future through real-time sampling, and finds the best numerical solution for online camera manipulation.”
Since GTC, the team published a new video that describes the method — and today they released a research paper that includes more details about the technique.
The system can be used in VR interactive applications, games, and experiences with any VR-capable GPU.
The paper will be presented at SIGGRAPH 2018 in Vancouver, British Columbia.
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AI-Generated Summary
- Researchers from NVIDIA, Adobe, and Stony Brook University developed a redirected walking system that lets VR users explore large virtual worlds in small physical spaces by tracking rapid eye movements called saccades.
- The system uses saccadic suppression and a real-time path planning algorithm to automatically avoid static and dynamic obstacles while linking user behavior to physical changes.
- The technique works with any VR-capable GPU and was first presented at the GPU Technology Conference in San Jose earlier this year.
Next Steps
- Read the research paper for detailed methodology and results.
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