j u ly . a u g u s t 2 0 1 6 c g w 2 5
Experiencing
Reality
VISIT MARS AND CONQUER EVEREST IN TWO REALISTIC
JOURNEYS THAT PUSH VR BOUNDARIES
I
n the past year, virtual-reality experi-
ences of all kinds have been popping up,
now that VR headsets are finally becom-
ing available. Last year, at the SIGGRAPH
VR Village, show-goers had the chance
to traverse a cable atop the Twin Towers of the
World Trade Center, canoe the waters of the
Grand Canyon, explore a room inside an Egyp-
tian pyramid, see ancient cave art, and so much
more. This year, we are expecting even more
engaging experiences as VR content creators
keep pushing the limits of this medium.
Two projects in particular are breaking new
ground in terms of their graphics realism: Mars
2030 and Everest VR. Mars 2030, available later
this year, lets users experience what life would be
like on this planet. The science and information,
as well as the imagery, is based on data provided
by NASA. Meanwhile, Everest VR, available in late
summer, takes users on a trek to the highest
mountain on earth, through a landscape that is
an authentic representation of the terrain.