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At the same time, the VR content market has been tepid, and capital cannot reach the high-speed eruption of the entire market through the realization of content. Even when hardware has been 4K, there is still no VR content product that meets the 2K standard. What is the reason behind the industry? It may be easier to understand from another perspective.
For example, "Help and Speed," a VR short film directed by director Lin Yubin of "Speed ​​and Passion 7", a total of 5 minutes for the short film, the 81-person team lasted 13 months, and the video data amounted to 200TB, 15 million rendering frames, costing tens of millions. At the same time, in the short film production process, the VR shooting mode adopts four head cameras, which means that the same scene needs to shoot four sets of screens, and the conventional rocker arms cannot be used in the shooting process, which is costly and difficult to shoot.
In terms of setting up the scene, the shooting team specially built a super-large virtual scene and a real scene. The use of the special rocker also determines that an ultra-high and large-scale photo studio must be used to have enough hanging space. Scenario reconstruction costs are extremely high and cannot be reused. In the process of shooting, the lighting cannot be solved. Only the post-revise film can be used. The content of the screen is to splice the scene shot by 4 cameras. It is 4 times more than the traditional post-production workload, and the difficulty is more than 6 times. The post-production cost Compared with traditional movies is also unmatched.
However, even if these shooting technologies and scenes are built, even if the money is consumed, there is no team in the country that can do it. For instance, the “Black Fairy Tale†invested by Huang Xiaoming also needs to cooperate with the Hollywood Digital Kingdom and cannot be completed independently at home.
Dr. Zhang Yang, chief science officer of Chongqing Virtual Reality Technology Co., Ltd. mentioned that “technology is the core of the industry’s progress. Only when technology is mature, both hardware and software can turn VR into a future instead of a business concept. Technology is behind the technology industry. The story is that VR is not a capital-driven industry but a technology-driven industry."
This time, the "Real World" technology program DEMO released by Chongqing Virtual Reality Technology Co., Ltd. will create the industry standard and technical solution for the next generation of VR movies. Currently includes: fast movie-level scene creation programs, interactive movie programs, big data compression and algorithm optimization, real-time monocular 4K ultra-high definition, and human visual recognition limit 512PPi content.
At the same time, as the technology matures, the "Real World" technology will have a wide range of future applications, such as medical, education, shopping, deep entertainment offline experience, and game application scenarios. There are huge cross-industry application values ​​for the VR industry. The improvement will play a key role.
In the coming year, the team will gradually release breakthrough contents such as "real digital role modeling" and "digital character automation", and strive to create a "real world" that can be traversed in the future. Xiao Bian also expects that with the resolution of technical problems, the real VR industry will break out in the future.
2016 was the first year of VR. The VR market was gradually occupied by major companies in terms of products and capital operations. With AMD released a VR head shot in the use of monocular 4K resolution screen, beyond the Oculus Rift and HTC Vive, and NVIDIA also said its new technology can reach 1700Hz, VR giants are in a new round of refresh Hardware standard.