The future of mobile VR
Sam Martin, ARM. Juan Wee, Samsung . Alon Or-bach, Samsung.
With the success of Samsung GearVR and recent launch of Google Daydream, mobile virtual reality has taken the consumer center stage. This talk will discuss the mobile VR technology available today, the challenges that mobile VR faces and the technological advances and optimizations available to overcome these challenges. In addition, we’ll cover both the current benefits of the Vulkan API and its potential for future applications. Finally, the speakers will consider how mobile VR technology is evolving and what the future of mobile VR holds for you.
High Quality Mobile VR with Unreal Engine with Oculus
Daniele Di Donato , Senior Software Engineer, ARM . Rémi Palandri , Graphics Engineer, Oculus. Ryan Vance , Senior Rendering Programmer, Epic Games.
High resolution and low latency graphics are key to providing VR users with a truly immersive experience. This talk will share tips and best practices for mobile VR on UE4, as well as the latest rendering techniques from UE4.14 onwards and how the graphics pipeline gets the most from the mobile form factor. Finally, the speakers will consider how mobile VR technology is evolving and what we can look forward to in the future of the field.
Inside VR on mobile
Sam Martin, Graphics Architect, ARM
Optimized Rendering Techniques for Mobile VR
Roberto Lopez Mendez, Senior Software Engineer, ARM
Virtual Reality rendering pushes the hardware to the limits and rendering shadows and reflections in VR is challenging. The talk presents highly optimized rendering techniques for shadows and reflections in mobile VR and considers the importance of rendering stereo reflections in VR.
Developing VR Games for Mobile Platforms
Sam Martin,Graphics Architect, ARM
A look at how VR on a mobile device is achieved, what you can do to improve your VR experience, and what we might expect to see in the future.
Implementing Stereo Reflections in VR
Roberto Lopez Mendez, Senior Engineer, ARM
Achieving High Quality Mobile VR Games
Roberto Lopez Mendez, Senior Engineer, ARM; Carl Calleweart, Americas Director & Global Leader of Evangelism, Unity; Patrick O’Luanaigh | CEO, nDreams
How high-quality VR graphics can be achieved on mobile devices by using Unity’s native VR support. Identify many of the challenges surrounding developing for mobile platforms and how best to overcome them.
Featuring a case study from nDreams showcasing the issues they faced when developing Unity-based mobile VR titles including their top rated “Perfect Beach” experience on Samsung Gear VR. It also outlines how they identified the causes of their issues and addressed them.
Finally, there is a look at what we might expect to see in the future of Mobile VR.
The ‘why’ behind the dos and don’ts of mobile VR
Patrick O’Luanaigh and Richard Fabian, nDreams
nDreams: Developing for Mobile VR
Patrick O’Luanaigh, nDreams
Arbitrary amount of 3D data on Gear VR
Vinh Truong, Umbra
The evolution of Vendetta Online for Mobile VR
John Bergman, Guild Software
Deepoon VR SDK Dreams to reality
Leon Zhang, CSO, DeePoon