OwlchemyVR Mixed Reality Update 2

We have an update on our new mixed reality tech! We’ve been adding features since we first announced the OwlchemyVR Mixed Reality tools on our blog:


If you didn’t read the first announcement, read that first for some background on our mixed reality solution.

Showing virtual reality is a huge challenge and with OwlchemyVR’s mixed reality solution, you can combine live video footage with complex virtual reality gameplay in real-time — resulting in the best way to show off the magic of VR.

So, what new features have we been cooking up?

 

DYNAMIC LIGHTING!

We’re now able to utilize real-time per-pixel lighting with our mixed reality tech! See below:


Per-pixel lighting on mixed reality footage in real-time!

  • Using the same lights you’re using in your game to light mixed reality footage allows for a seamless blend of both realities. From muzzle flashes to exploring dark caves to casting magic spells, we’re excited to see what interesting effects can be accomplished!
  • Prior attempts to simulate lighting in mixed reality footage have relied on heavy post production in After Effects or using physical lights on sticks held by people in green screen suits with heavily choreographed shots. Real time lighting solves many issues — now the content can drive all of the lighting effects dynamically.

AUTOMATIC GREEN SCREEN BOUNDING!

Now less green screen area is needed to get fantastic shots with our new green screen bounding solution!


Ceilings, walls, clamps, and lights always seem to enter frame at the worst time — we have a solution!

  • Shooting mixed reality footage generally results in shots where mounts, lights, and non-green-screened areas come into the shot, ruining the footage. Our tech uses a new smart green screen bounding technique to reduce the required green screen coverage so you don’t need to worry about pointing the camera away from the green screen!
  • This enables new types of shots to be pulled off without worrying about panning out of the green screen area, such as wide pans or 360 turnarounds. Now the camera can be pointed in all directions without needing a green screen in view!
  • This also means that very small green screen setups can be utilized much more effectively! Supporting lower end setups will help immensely with wider adoption of mixed reality so that bedroom Youtuber and Twitch streamers will be able to produce quality content at very low cost without high end screens or professional lighting rigs.

TRANSPARENCY!

Yes, properly sorted transparency in mixed reality is 100% possible! See below:


Translucent blending in mixed reality!

  • This is the first time transparencies have been able to be drawn and sorted at proper depth in mixed reality. It finally just works how it should.
  • The limitations of prior implementations of mixed reality have prevented transparencies from functioning but now that we’re in-engine, we can tackle this issue (anyone who has tried this before will tell you it is extremely complex to pull this off, let alone real-time).
  • With proper alpha blending, we can also achieve amazing effects with particles such as having someone stand behind a wall of smoke, in the rain, snow, or any complicated transparent scene.

PRIVATE BETA

We have a ton of features and innovations on the way and this just scratches the surface of what’s possible with real-time in-engine mixed reality. We can’t wait to get this into everyone’s hands.

We are working towards the first private beta with a small group of developers and content creators. If that sounds like something you’d be interested in, sign up here:

Signup for the Owlchemy VR Mixed Reality beta here!

 

HIRING!

P.S. We’re looking for additional computer vision experts at Owlchemy Labs. Reach out to us if you want to help us build the future of VR.