Traditional Culture Encyclopedia - Photography and portraiture - What are the technical problems facing vr and ar?

What are the technical problems facing vr and ar?

What are the technical problems facing vr and ar? It's possible. In fact, in vr, ar has been developing for a long time. Many industries are trying to introduce new visual experience systems and are constantly innovating. This is also the need of market development. I think ar will be more suitable for user experience in the future. Imagine that virtual imaging and naked-eye stereoscopic effect can be seen intuitively without eyes, which is more in line with the experience of some users, but the technology is not so advanced at present. It is estimated that it will take 2-5 years depending on hardware and software technology, and there should be big moves. Where there is a market, there is demand, and only demand can promote technological change. At present, the demand for VR glasses is already in the early stage of the outbreak. From the application point of view, the current equipment performance is enough to experience the fun of VR; What VR lacks now is ecological construction.

Take watching the Winter Olympics with VR as an example. In fact, not all projects have a VR perspective. Building a VR movie requires a special camera and an extra perspective different from the live broadcast. Judging from some clips (short track speed skating), this camera should not be cheap, because cameras from several different angles are clear and blurred. How to set up multiple shots and how to edit them to make the film effect best is also a process that VR photographers need to explore. Finally, let's sum up that the performance of the current VR device (pico in my hand) is enough to experience basic VR. From the perspective of business model, the viewing experience of VR movies has reached a critical point (clarity and perspective need to be strengthened, but it is enough). If subsequent activities, concerts, dramas, cross talks and other content suitable for live broadcast can be followed up, the popularity of VR will be stable. Slowly, two years is probably just enough for the popularity and outbreak of VR viewing demand. Once the amount of equipment laid has gone up, the experience of 3A games will follow. In general, the future of AR/VR can be expected!