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OptiTrack Showcases Wide Area Interactive VR Basketball Experience at GDC 2016

Low latency, high precision motion capture system enables large scale, multi-player VR games with real-time rigid body tracking into Unreal Engine.

SAN FRANCISCO -- OptiTrack will demonstrate its latest technology advancements for virtual reality (VR) workflows via an interactive basketball experience at GDC 2016 at San Francisco's Moscone Center. Participants donning head-mounted displays (HMDs) will be able to dribble and pass a basketball simultaneously in the VR environment and in the physical world. An OptiTrack 6 DoF tracking system will provide drift-free positional and rotational tracking for the HMDs, controllers, and players.

With the ability to track more than 75 rigid bodies simultaneously with <5ms tracking latency and a wide-angle camera view, the OptiTrack system supports a large number of HMDs and in-game objects in a single space, opening the door for a more immersive and complex VR experience that merges real-world objects with virtual environments. The company is also showcasing real-time full-body animation from the OptiTrack system into Unreal Engine 4, with retargeting via IKinema Action v2.

“What’s already been accomplished in the VR space from a technology standpoint is incredible, but very few VR experiences offer interactivity and the freedom to walk around a very large room. Our systems enable developers to create high quality large-scale experiences and essentially turn any physical object into a motion controller or dynamic in-game element. As our VR customers have recently been pointing out to us daily, the potential applications are endless,” said Brian Nilles, Chief Strategy Officer, OptiTrack.

Key Features

  • Scalable: Precise wide-angle cameras and support for high camera counts allow for over 10,000 square feet of HMD tracking.
  • Flexible: Multiple HMDs can be tracked simultaneously, and any object can easily be made interactive within the scene. Support for Oculus Rift is built-in, with Samsung GearVR compatibility coming soon. OptiTrack’s open framework enables easy support for new devices.
  • Accurate: Positional accuracy of +/- 0.10 mm and yaw drift correction in Unreal enables artifact- and distraction-free VR experiences with imperceptible latency.
  • Real-Time HMD Integration into Game Engines: In addition to OptiTrack’s existing pipelines through trackd, VRPN and Autodesk MotionBuilder, a new plug-in provides real-time tracking of HMDs, rigid bodies and full-body animation. Skeletal data from the OptiTrack system is retargeted via IKinema LiveAction v2 and piped into the Unreal Engine. A similar integration for Unity with retargeting via Mecanim is coming soon.

To see OptiTrack’s VR workflow in action, stop by GDC booth #2116. The setup includes 24 Prime 17W cameras and Motive software, IKinema LiveAction, Unreal Engine 4 and Oculus Rift VR HMDs.

Source: Optitrack