Computer Graphics World

Edition 2 2018

Issue link: https://digital.copcomm.com/i/997232

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e d i t i o n 2 , 2 0 1 8 | c g w 7 V I R T U A L R E A L I T Y VI RTUAL R EALITY VR is taking hold of our lives, whether you are ready for it or not. Once a research tool, the technology has found its way into the hands of gamers, thanks to the technological advances by vendors, particularly makers of headsets, which have made the devices relatively inexpensive and available for the masses. Recently, Director Steven Spielberg debuted the feature film Ready Player One, which focuses on a dystopian world where people escape their dreary lives through virtual reality. While making the film, he, too, stepped inside of VR, utiliz- ing the technology to create this amazing movie. Indeed, VR is establishing a foothold within the various workflows used by content creators. However, to achieve success, artists must establish a pipeline and methodology that is tuned to work smoothly with VR. Here, we learn how some successfully navigated this gauntlet, and offer some tips from those who have traveled this oen bumpy road.

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