Search

MTBS3D RT @IfcSummit: We are excited to welcome Director in Privacy and Security, Paul Lanois, for @Fieldfisher as a speaker at #IFCSummit. Paul…
MTBS3D Jim Jeffers talked about @intel’s efforts to enable over a billion users with creative and computing tools.… https://t.co/Z9fi0pS8xp
MTBS3D RT @IfcSummit: Adshir to discuss ray tracing at #IFCSummit. Adshir is strategically important to the #ClienttoCloud Revolution because it’…
MTBS3D RT @IfcSummit: We are honored to welcome Linda Sellheim, Education Manager for @EpicGames, to the upcoming #IFCSummit #IFCSummit2019 speake…
MTBS3D RT @tifcagroup: Enabling Breakthrough Innovations in the #ClienttoCloud Revolution. https://t.co/dglxcxLO3D
MTBS3D RT @tifcagroup: TIFCA’s Client-to-Cloud Vision document has been published. We are meeting during #SIGGRAPH2019 to jointly address the cont…
MTBS3D It’s been a major boon for the Client-to-Cloud Revolution at #E3. #E32019 #E319 #GoogleStadia #BethesdaE3https://t.co/IqIrR81D8o
MTBS3D RT @IfcSummit: Sixth International Future Computing Summit Moves to Silicon Valley November 5-6, 2019. Open Call for Visionary Speakers and…
MTBS3D RT @GetImmersed: We’re moving to Silicon Valley! @IfcSummit November 5 & 6, 2019 at the Computer History Museum in Mountain View, CA. Call…
MTBS3D Julien Le Corre, Lead Developer at @InnerspaceVR , talked about their latest #VR escape room title The Corsair's Cu… https://t.co/uuOT6SG0NA

The Story of Project Holodeck







The Beginning of Modern VR Gaming


John Carmack at E3

As a forum moderator on Meant to be Seen, Palmer continued working on his HMD and shared his progress with the community.  Lo and behold, Palmer got discovered by John Carmack, and after sampling the prototype, John demonstrated the unit at E3.  Once "Oculus Rift" was coined and the Kickstarter launched; the rest is history!

The amazing talented individuals from Gaikai (Brendan and Nate) joined with Palmer and together they crafted the Rift into a beautiful product that could revolutionize the games industry.  They wrangled amazing endorsements from industry giants at Valve, Epic, and more, for the Kickstarter campaign.  I’m sure everyone here remembers what a rush that was!

Before E3 happened, Nate and I pitched Project Holodeck and Wild Skies to the Advanced Games pipeline at USC.  This was a very competitive program, and Advanced Games is considered the capstone class at the number one games school in the country.  We were thrilled to get accepted – and this gave us the opportunity to bring on incredibly talented engineers, designers, and artists to help us bring Project Holodeck to life.

It was in the summer 2012 that we met our Lead Developer Alex Silkin.  We were originally trying to accomplish avatar embodiment with four Kinects, but the algorithms simply weren’t giving us the fidelity we needed to sustain a proper avatar in VR.  The Kinect is a cool piece of hardware, don’t get me wrong, but it is more of a gestural interface than a high precision 6DOF tracking device.  With Alex we decided to switch to the Razer Hydra, which could provide precision tracking of the hands using a magnetic field.  Although the idea of complete body tracking of arms and legs had to be thrown out the window, with the Hydra we could have solid hand tracking with no occlusion issues.  Since the hands were your primary method of interacting, we realized this was the most important part of avatar embodiment anyway. 

Keep in mind this was before the Oculus Rift was widespread and long before Hydra released their own Unity plugins, and we had no SDKs to work with, so this was a massive engineering challenge to undergo.  Alex created an entire Hydra framework from the ground up, and by October we had hand tracking in VR.  We also added the PS Move controllers for absolute positional tracking, so that players could move around the 20’ by 20’ play space.   A gyroscope on the torso could tell the difference between crouching and bending down.  Lenovo laptops ran the entire experience on the back with a big battery, so you didn’t have to deal with tethering and tangled wires.