Virtual worlds

Create human-scale 3D virtual worlds with the Nvidia Omniverse XR app | The virtual.biz report

Renowned graphics hardware and software company Nvidia launched its Omniverse XR app in beta, allowing users to “produce human-scale 3D virtual worlds”.

The announcement was made this week at Computexas well as new releases and extensions to the growing collaborative graphics platform ecosystem.

Omniverse allows creators and developers to dive into 3D scenes in VR and AR with full RTX ray tracing. Users can load Universal Scene Description (USD) production assets directly into the editor and jump directly into VR or AR to view or interact with them in VR by ray tracing without pre-processing.

This removes the need for pre-generated LODs since ray tracing is less sensitive to geometry complexity. In a blog post, engineer and artist Omer Shapira shared a video stating, “The scene below was modeled with 70 million polygons; with instantiation, the total scene contains 18 billion polygons.”

The eyes have it

Foveal rendering has long been considered a key advancement for VR, so it’s no surprise to see it feature in Omniverse XR. This technique samples a region of an HMD screen at a higher shading rate and reduces the number of pixels rendered to 30% of the image plane. These are pixels that a user will not see at full resolution.

Of course, Nvidia is keen for developers to embrace its ray tracing technology, and Omniverse XR is purpose-built for real-time ray tracing.

The app also enables tablet-based AR streaming, with Nvidia’s CloudXR streaming platform. This mode opens a virtual camera on the tablet, linked to the Omniverse XR session.

Watch a full overview of Omniverse XR: