Virtual reality is taking Hollywood by storm.
From cinematic VR experiences based on The Martian and Wild, to new VR categories at major film festivals and awards programs, it’s clear VR is changing how content is created, distributed and enjoyed.
About 150 entertainment industry execs, content creators and moviemakers gathered last week at NVIDIA’s Cinematic VR Meetup, in Hollywood, at Gnomon, a school for visual effects, games and animation. The topic of discussion: how reality and simulation come together to create fully immersive cinematic VR experiences.
The day’s agenda included talks and demos from entertainment industry leaders.
DreamWorks experts talked about creating VR experiences that audiences want to relive again and again, creating stories that touch audiences emotionally. Their VR demo showed how motion capture is a great technique to do just that, allowing attendees to step into a virtual world where they could fly their own dragons interactively.
Demonstrating how entertainment companies can help other industries tell great stories and create compelling VR experiences, Deluxe VR showcased how they helped GE develop its interactive GE Store experience.
Ted Schilowitz, an industry luminary and futurist at 20th Century Fox, spoke about the current state of VR, commenting that it’s much like trying to catch a tiger by the tail — demand is strong, but the technology is not quite ready.
Heavy head-mounted displays, tethered computers and cables won’t carry us into the future, he said. As technology advances, Schilowitz predicted that glass spectacles with projected optics will soon replace HMDs, and then we’ll see our first multi-hour, billion-dollar grossing production, likely in the form of a mixed reality experience. He believes eventually spectacles could be replaced by retinal implants.
Driving Advances in Cinematic VR
NVIDIA has a rich history in entertainment. Our GPU technology has been behind the creation of every Academy Award nominated film for Best Visual Effects for the past 8 years running.
Virtual objects that don’t respond to movements or directionally incorrect sounds can quickly take an audience out of the 3D world they’re immersed in. The demos at the meetup showcased how NVIDIA's latest Pascal GPU architecture, Iray VR and VRWorks SDK bring a new level of realism to VR through sight, sound and touch.
Among them, NVIDIA VR Funhouse demonstrated the immersion and fun of bringing together great graphics, audio, touch interactivity and a fully simulated environment. Try it for yourself at http://store.steampowered.com/app/468700/.