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微软展示基于云的物理渲染虚拟现实场景

发布时间:2020-01-14 19:22:32 阅读: 来源:捆钞机厂家

元器件交易网讯 4月4日消息,据外媒报道,微软Build大会展示基于云的物理引擎渲染场景,可以取代本地的硬件资源来运行游戏。

微软副总裁史蒂夫·古根海默(Steve Guggenheimer)在智能手机上展示了通过WebGL编译的代码呈现出的虚拟场景,接着他通过输入行代码,头戴Oculus Rift的职员便看到了该场景。游戏场景由WebGL渲染,再传输到Oculus Rift中。

“关键在于如何处理200Hz的循环,这是浏览器没有的能力。”USB外设、开发工具可以允许开发者用难以置信的速度来创造场景。(元器件交易网毛毛 摘译)

以下为原文:

Virtual reality through the Oculus Riftheadset is novel enough. But VR through Internet Explorer, enabled with just afew lines of code? Microsoft just demonstrated it at its Build conference,drawing applause from a room packed with developers.

On this, the second day of its annualdevelopers conference, Microsoft is focusing on enhancements to its VisualStudio software development toolkit to assist in the creation, publication,debugging, and porting of Windows apps. That will be immeasurably helped,Microsoft executives said, by the company"s shift to “universal apps” thatshare common code between the Windows, Windows Phone, and Xbox platforms.

But the cloud also has another purpose:cloud computing. Microsoft"s Azure service already allows developers to spin upvirtual machines and SQL databases, and to host websites in the cloud. But intoday"s demonstration, executives also showed off what could be a capability infuture games: blowing stuff up using a cloud-based physics engine instead of relyingon a local machine"s hardware resources.

Microsoft gave no indication that eitherthe Oculus Rift demo the were about to present or what it called Cloud Assistwill ever see the light of day as a full-fledged product. But both point to thepower of what Microsoft has running behind the scenes.

Microsoft hosts tens of thousands ofservers—stored within modular containers with their own cooling and power—inlocations throughout the United States and abroad. These servers do everythingfrom hosting enterprise websites and services, to conducting matchmakingservices for the Xbox, to powering cloud services such as .

On Thursday, Microsoft corporate vicepresident Steve Guggenheimer showed off a virtual scene rendered by the WebGL aprogramming language on a smartphone; and from there, on a PC. His next trickwas much more impressive: By dropping 13 lines of code into the scene using aservice called —using the “go big button,” according to his partner,technical fellow John Shewchuk—he enabled the scene to be virtually touredthough the Oculus Rift headset.

Microsoft Build

This scene was rendered in WebGL, justbefore it was rendered for the Oculus Rift.

“One of the keys to making this work is that we"re able to handlethis loop at 200Hz,” Guggenheim said. “Any of the other browsers out theredon"t have that capability. But it"s also the speed of the PC ecosystem” theUSB peripherals, the development tools, that let developers create theseexperiences with an incredibly low amount of effort, Guggenheim said.

Thunder in the cloud

It could be argued that the notion of cloudgaming originated at Microsoft. Steve Perlman, who founded the cloud-gamingcompany OnLive, oversaw the development of Microsoft"s WebTV set-top Live changed hands last year, and Perlman left the company.

OnLive uses dedicated servers to rundemanding 3D games, streaming the action to client PCs over the crosoft"s Cloud Assist appears to render physics on Microsoft"s servers,lending realism to the scene without actually controlling it.

microsoft build cloud assist

Microsoft"s Cloud Assist technology inaction.

The demonstration that Guggenheim andShewchuk showed involved a simulation firing rockets into simulated buildings,which then exploded. The duo showed the scene rendered on a local machine,which crawled along at frame rates in the single digits. They then added CloudAssist, which improved performance dramatically.

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