近期,Facebook把自己公司更名为Meta(元),上了一波热搜;而前段时间国内的阿里腾讯,国外的谷歌等巨头纷纷宣布入局元宇宙;行业“冥”灯罗永浩也宣布要入局元宇宙,这个词汇出现的越来越频繁,而未来会更频繁。
Recently, Facebook changed its name to Meta and went on a wave of hot searches; earlier in the year, Alitten, and other giants, such as Google, from abroad, announced their entry into the Senate universe; and the industrial “breathing” light, Lo Young-ho, announced its entry into the Senate universe, a term that is becoming more frequent and more frequent in the future.
那么“元宇宙”究竟是什么呢?
So, what's the Woncosmos?
什么是“元宇宙”,1000个人眼里有1000个“元宇宙”。
What's a dollar universe? There's a thousand dollars in 1,000 people's eyes.
不同的媒体、公司、个人等,对“元宇宙”都有着自己的理解:
Different media, companies, individuals, etc. have their own understanding of the meta-cosmos:
有的人认为“元宇宙”代表着人类文明的未来;而还有些人觉得“元宇宙”代表着虚拟世界的“躺平”,是个“邪恶”的东西,Elon Musk的冲向太空,才是人类文明的未来.....
Some people think that the "won cosmos" represents the future of human civilization, while others think that the "won cosmos" represents the "silence" of the virtual world, and that the "evil" thing, Elon Musk's rush to space, is the future of human civilization...
而在这两种观点之间,还有一种观点:“元宇宙”和互联网一样,本身是不带任何属性的,重点还是看我们如何使用它。
And between these two views, there is also the view that, like the Internet, the meta-cosmos is by itself free of any attributes, with the focus being on how we use it.
要探讨什么是“元宇宙”,我们需要探索人类需求的本源。
To explore what is called the metaspace, we need to explore the origins of human needs.
首先,我们从影视文学中的元宇宙的角度来挖掘一下:
First of all, we dig from the perspective of the meta-cosm of the film literature at :
《雪崩》
Avalanche
对于元宇宙的解释,目前公认翻译自1992年斯蒂芬森科幻小说《雪崩》中“Metaverse”(也译为超元域)一词。元宇宙简单来说,就是现实世界中的所有人和事都被数字化投射在了这个网络云端世界里,你可以在这个世界里做任何你在真实世界中可以做的事情。与此同时,你还可能做你在真实世界里做不到的事情。
For the interpretation of the meta-cosm, it is now accepted that the word "Metaverse" has been translated from the 1992 Stephenson science fiction "Avalanche". The meta-cosm is simply that all people and things in the real world are digitally projected in this networked cloud world, where you can do whatever you can in the real world.
《庄周梦蝶》
/strang'
而在中国2300多年前的百家争鸣时代,庄子梦到了自己变成了蝴蝶在翩翩飞舞,醒来之后不知身在何处,就产生了这样的思考:到底是庄子变成了蝴蝶,还是蝴蝶变成了庄子呢?哪个才是真是的存在?还有《枕中记》一书中的“黄粱一梦”等成语也是类似的哲思探索。
And in China, more than 2300 years ago, in a century of bickering, the Banker dreamt that he had become a butterfly dancing and that he did not know where he was when he woke up and wondered whether it had turned into a butterfly or whether it had become a butterfly. Which was really there?
《星球大战》
Star Wars
在《星球大战》中我们看到具备三维全息投影功能的R2D2机器人;以及目前在游戏玩家中很流行的玩意儿:由一个全视角显示头盔和一套感应服构成,感应服可以使玩家从肉体上感觉到游戏中的击打、刀刺和火烧,能产生出酷热和严寒,甚至还能逼真地模拟出身体暴露在风雪中的感觉。在《三体》改编的同名游戏中提到,汪淼走到她后面,由于游戏是在头盔中以全视角方式显示的,在显示器上什么都看不到。
In Star Wars, we saw R2D2 robots with a three-dimensional hologram feature; and something that is now popular in the playhouse: a full-scope display of helmets and a set of induction suits, which allow players to feel physically struck, stabbed and burned in the game, generate heat and cold, and even make a true simulation of their body being exposed in the snow and snow. It is mentioned in the triple-recorded homogenous game that Wang Qing walked behind her, and since the game was shown in the helmet in a holistic way, nothing could be seen on the display.
《王牌特工》
Ace Agent >/strong
在美国影视剧《王牌特工》中,当你带上王牌特工的专属AR眼镜,其他与会人哪怕身在不同国家地区,都能就在身边一样,开一个全息会议。
In the American film "Ace Agent ", when you bring the exclusive AR glasses of the Ace Agent, the rest of the participants, even in different parts of the country, can have a holographic meeting around them.
《阿凡达》
"Avanda"
在《阿凡达》影视剧中,科学家尝试将人类DNA和纳威人的DNA结合在一起,制造出一个克隆纳威人。而最神奇的地方在于克隆纳威人可以让人类的意识入驻其中,从而成为人类在这个星球上活动的“化身”(Avatar)。
In the Avanda film, scientists tried to combine the DNA of humans with the DNA of the Nevilles, creating a cloned Neville. And the most amazing thing was that the cloned Nevilles could put human consciousness in it, and thus become the “incarnation” of human activity on the planet.
《黑镜》
The Black Mirror > /strong
在《黑镜》第二季第一集当中,名为“Be Right Back·马上回来”,讲述了一对情侣Martha和Ash搬去了Ash父母居住的远离尘嚣的小镇生活,但是社交网络狂人Ash却在归还搬家租赁的货车时死于非命。在Ash的葬礼上,Martha的朋友Sarah告诉了她一种和死去的人建立联系的新方法,就是用Ash在社交网络中留下的所有信息、状态,更新和Like,Martha可以创造出一个新的“真”Ash,从而帮助她减轻伤痛。
In the first episode of the second season of Black Mirror, called “Be Right Back Soon”, a couple of couples, Martha and Ash, moved to live in a small town away from dust, where Ash's parents lived, but social network man, Ash, died when returning his rented van. At Ash's funeral, Martha's friend Sarah told her a new way to connect with the dead, which was to use Ash for all the information, state, and update and Like, Martha, to create a new “real” Ash to help her alleviate her pain.
《刀剑神域》
在《刀剑神域》中,当你带上脑机接口设备时,你在游戏中死亡,那么在现实中也将死亡。
In Sword Field, you die in the game when you wear a brain interface device, and you die in reality.
《太空堡垒》
Space Fortress >/strang >
《太空堡垒》有3个非常了不起的设定:
"The Fortress of Space" has three very remarkable settings:
1、全息眼镜Holoband和虚拟paradise
1. Holoband and Virtual Paradise
2、意识上传到云端
2. Conscious upload to clouds
3、意识下载到机器人的身体中,成为第一代具备真正“智慧”的机器人
3. Consciously downloads into the body of a robot and becomes the first generation of robots with a true "intellectual"
《头号玩家》
The number one player
2045年,处于混乱和崩溃边缘的现实世界令人失望,人们将救赎的希望寄托于“绿洲”,一个由鬼才詹姆斯·哈利迪一手打造的虚拟游戏世界。人们只要戴上VR设备,就可以进入这个与现实世界形成强烈反差的虚拟世界。在这个世界中,有繁华的都市,形象各异、光彩照人的玩家,而不同次元的影视游戏中的经典角色也可以在这里齐聚。就算你在现实中是一个挣扎在社会边缘的失败者,在“绿洲”里也依然可以成为超级英雄,再遥远的梦想都变得触手可及。
In 2045, the real world on the brink of chaos and collapse was disappointing, and hope for salvation was placed in the Oasis, a virtual game world built by a ghost, James Halliday. With VR devices, people can enter this virtual world, which is a strong contrast to the real world.
《失控玩家》
Uncontrollable Player >/strong
今年上映的一个新的影视剧。其中的主角以为自己是生活的主角,其实只不是这个世界的一个NPC,这个舞台上的提线木偶。
This year's new movie. The protagonist thinks he's the main actor in life, not just one of the world's NPCs, the puppets on the stage.
《UPLOAD》
《UPLOAD》中的精彩设定:
A wonderful set in UPLOAD:
1、死前将意识上传到虚拟天堂
One, upload consciousness to virtual paradise before death.
2、死后的世界也有2G和5G之分
The world after death has two Gs and five Gs.
3、死后通过全息方式参加自己的葬礼
3. After death, attend his funeral in a hologram.
《黑客帝国》
The Hacking Empire > /strang >
未来的人类生活在机器人所制造的矩阵(Matrix)虚拟世界中,而机器人则得以从人体获取所需的生物能源。但生活在虚拟世界中的人类丝毫没有意识到自己的世界是虚拟的,知道“救世主”的出现。
Humans of the future live in a virtual world made by robots, and robots are able to extract the bioenergy from the human body. But humans of the virtual world are unaware that their world is virtual, knowing the emergence of the Savior.
我们并不是来讲解这个科幻影视作品的,我们要做的,是从中这些科幻影视作品中,看看人们的需求。
We're not talking about science fiction. What we're going to do is look at people's needs from these science fictions.
一提到需求,我们可能会立刻想到马斯克的“需求层次论”,但是在这里,我们更加抽象一下:
When it comes to needs, we may immediately think of Mask's “needs hierarchy”, but here we have to be more abstract:
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物质需求:创造价值与财富,提高生产力
material needs: to create value and wealth and increase productivity
精神需求:消费与享受生活,社交娱乐
Mental Needs: Consumption and Enjoyment, Social Recreation
永生:彻底脱离生老病死,实现数字化永生
Eternal life: to live digitally forever, completely free from old and alive disease. ]
当然,按照目前科技的发展进程,如果想实现人类生物身体的永生不老是非常难的,但是通过Metaverse的技术未来我们有可能会实现一种数字化的永生。
Of course, according to the current process of technological development, it is very difficult to achieve the immortality of the human body, but it is possible to achieve a digital immortality through the technology of Metaverse in the future.
介绍完影视剧中的“元宇宙”,我们来看看巨头眼中的元宇宙:
After introducing the "Men Universe" in the film, let's look at the "Men Universe" in the eyes of the giant:
首先我们来看的是Meta,也就是之前的Facebook。对Meta来说,今年是一个非常重要的一年,因为今年它改元。当然我们都知道在中国的历史上,某个帝王更改自己的年号叫“改元”,其实对Facebook对Meta来说,2021年也是它的改元之年。我们可以看一看在它改元之前,它的虚拟现实以及在元宇宙做了哪些布局。
First of all, we are looking at Meta, the previous Facebook. For Meta, this year was a very important year, because it changed the dollar. Of course, we all know that in China's history, an emperor changed his annual title by the name of “Rechange”, but for Meta, 2021 was also the year of change. We can see what its virtual reality was and what it did in the meta-cosmos before it changed.
2014年的时候,其用20亿美元将股份收购了OculusVR。在收购的时候,扎克伯格在自己的Facebook主页上说了这样一句话:沉浸式的虚拟现实游戏,将是虚拟现实第一个重大应用,但是这仅仅只是一个起点,虚拟现实绝不仅仅是游戏,我们希望把它打造成下一个计算和通讯平台。
In 2014, it acquired the shares of OculusVR with $2 billion. At the time of the acquisition, Zuckerberg said on his Facebook page that a immersed virtual reality game would be the first major application of virtual reality, but it was only a starting point, and virtual reality was not just a game, and we wanted it to be the next computing and communication platform.
2018年9月,Facebook在OculusConnect开发者大会上宣布推出独立虚拟现实(VR)头盔Oculus Quest,跟Oculus Go类似,这种头盔无需PC或手机即可提供虚拟现实功能。但是它提供了6自由度的游戏控制器,可以让玩家更愉快的玩耍。
In September 2018, Facebook announced the launch of an independent virtual reality (VR) helmet, Oculus Quest, similar to Oculus Go, which provides virtual reality without the need for a PC or a mobile phone. But it provides a six-degree free game controller that allows players to play more happily.
2020年9月,Facebook在开发者大会上宣布推出OculusQuest 2代,定价仅299美元。2021年11月17日,根据高通CEO透露的数据,Oculus Quest2代的累积销量已经突破1000万台!!!
In September 2020, Facebook announced the launch of the Oculus Quest 2 generation, at a price of $299. On November 17, 2021, according to data released by the Hightower CEO, the cumulative sales of the Oculus Quest 2 generation have passed 10 million!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
那么1000万台意味着什么?意味着 VR头显的设备已经跨越了所谓的第一个极限点,即将迈向真正的星辰大海。
So what does 10 million of them mean? It means that VR-heading equipment has crossed the so-called first threshold and is on its way to the real sea of stars.
往后接下来几年还会陆续还有Oculus的3代和4代,而这些都在开发之中,而且价格肯定不会比二代贵,也会解决诸多的技术问题,但是具体的发布时间(可能在2022年圣诞节前)还在猜测当中。除了3代和4代之外,还有传闻中的PRO版本,也就是性能更强,价格更高,那么它可能会对标传说中要发布的苹果的新品。当然Meta也就是之前的Facebook,除了现有的Oculus这条产品之外,还在积极的研发AR眼镜。
The next few years will be three and four generations of Oculus, all under development, and certainly not more expensive than the second generation, and will solve many technical problems, but the timing of the release (possibly before Christmas in 2022) is still under speculation. In addition to the three and four generations, there are anecdotal versions of PRO, that is, more performance and higher prices, which may be new to the apples to be published in the legend.
看完上述的这些产品之外,我们也来看一看Meta还有其他哪些布局:2018年的Facebook F8大会上,Oculus首席科学家Michael Abrash宣布Oculus研发部门Oculus Research重新命名为Facebook Reality Labs,并同时涉足VR与AR技术的研发。
In addition to the above-mentioned products, we have come to see what other configurations are in Meta: at Facebook F8 conference in 2018, Ocuulus chief scientist Michael Abrash announced the renaming of Ocuulus Research as Facebook Reality Labs, research and development of VR and AR technologies.
Facebook AR/VR部门在2021年总人数已逾1万人,占总员工人数的近20%,而2017年该部门仅为1000人。
The Facebook AR/VR department had a total of over 10,000 people in 2021, accounting for nearly 20 per cent of the total workforce, compared to only 1,000 in 2017.
Facebook有两个开发者的大会是值得我们关注的,分别是每年5月到6月的F8大会,以及每年10月底左右的XR开发者大会。
The meetings of two developers on Facebook are worthy of our attention: the F8 Conference in May to June of each year, and the XR Developers Conference around the end of October of each year.
Facebook于2017年发布了名为AR Studio的AR套件,并一直与全球社区合作,共同塑造和定义Spark AR平台。
Facebook released the AR package called AR Studio in 2017 and has been working with the global community to shape and define the Spark AR platform.
2021年8月20日,Facebook推出测试性的VR远程办公APP,名为HorizonWorkrooms,有了该软件,Oculus Quest 2用户可以用虚拟化身参与会议。
On 20 August 2021, Facebook launched a pilot VR teleworking APP called HorizonWorkrooms, with which Oculus Quest 2 users can participate in a virtual body.
2021年11月11日,Meta宣布与微软合作,将Meta旗下的WorkPlace功能与微软的Teams整合,发展元宇宙办公室。
On 11 November 2021, Meta announced its collaboration with Microsoft to integrate the WorkPlace function under the Meta flag with Microsoft Teams to develop a meta-cosm office.
我们可以看到,现在虚拟现实和原有的产品和技术的布局,从之前的以数年为单位,现在已经大大的提速,增加到了一年半年甚至几个月都会有一个新的产品新的功能出来。
As we can see, the virtual reality and the layout of the original products and technologies now, from a few years ago, have increased dramatically to a new function of a new product in a year and a half or even months.
那么在内容生态上,Meta一是推出Oculus Store,目前已有超过60款Oculus Quest 游戏的营收超过100万美元;二是和第三方平台SideQuest合作。
In terms of content ecology, Meta has launched the Oculus Store, which has now received more than $1 million in more than 60 Oculus Quest games; and has worked with the third-party platform SideQuest.
其还成立了Oculus Studio,并且收购多家VR内容公司,包括Beat Games、Downpour、Ready at Dawn、Sanzaru Games、BigBox VR。
It has also established Oculus Studio and acquired several VR content companies, including Beat Gomes, Downpour, Ready at Dawn, Sanzaru Games, BigBox VR.
根据Steam VR平台的统计数据,我们可以看到OcQ设备的市场占有率是非常的高:
According to Steam VR platform statistics, we can see that OcQ equipment has a very high market rate:
我们都知道,比如说苹果的App Store或者是安卓商城上的应用,都已经是突破上百万甚至几百万个,那么现在目前 VR的应用还处于非常的早期。
We all know that Apple App Store, for example, or the apps in Andre, are already over a million, if not millions, so the VR applications are at a very early stage.
所以对于Meta来说,也就对于之前的Facebook来说,最重要的事情就是上个月28号扎克伯格宣布它正式更名成Meta,从此迈向未来的星辰大海。
So the most important thing for Meta, and for earlier Facebook, is that Zuckerberg announced last month, on 28th, that it officially changed its name to Meta, from which it will move to the future sea of stars.
同样是元宇宙,我们可以看到Meta,也就是Facebook它更偏重于其社交属性。而对于微软来说,它更多是从企业办公、企业生产力方面来看,也就是所谓的“企业元宇宙”。
It's also a metacosystem, and we can see that Meta, or Facebook, prefers its social attributes. And for Microsoft, it's more in terms of business office, business productivity, or so-called "business coin universe."
2015的开发者大会,微软与WIN10一起推出黑科技产品HoloLens;
Developer's Conference 2015, Microsoft, with WIN10, to launch the black technology product HoloLens;
2019年2月的MWC(世界移动通信大会)上,微软发布HoloLens 2代;
At MWC (World Mobile Communications Congress), February 2019, Microsoft launched the HoloLens 2 generation;
2021年4月,微软拿下美军218.8亿美元的军工版HoloLens合同。
In April 2021, Microsoft took the $21.88 billion military-industrial version of the HoloLens contract from the United States Army.
除设备之外,
In addition to the equipment,
2018年10月,微软首次启动AzureDigital Twins平台预览版;
In October 2018, Microsoft launched a preview of the AzureDigitalTwins platform for the first time;
2020年12月,微软宣布AzureDigital Twins全面上市;
In December 2020, Microsoft announced the full listing of AzureDigital Twins;
2021年3月,微软推出了一款具有3D化身和其他XR功能的虚拟平台Mesh,旨在打造能让人们通过AR/VR技术进行远程协作的应用。微软团队将会推出全新的3D虚拟化身,无须使用VR/AR头盔,用户将能够以虚拟任务或动画卡通的形式出现在视频会议中,且通过人工智能能够解读声音,让头像变得活灵活现。
In March 2021, Microsoft launched a virtual platform with 3D chromosomes and other XRs to create applications that allow remote collaboration through AR/VR technologies. The Microsoft team will launch a brand-new 3D virtual incarnation, without the need to use VR/AR helmets, and users will be able to appear in videoconferences in the form of virtual missions or animated cartoons, and through artificial intelligence they can interpret voices and make their heads live and flexible.
可以看到微软的动作也是不断的加快:11月2日,微软在Ignite大会上宣布,计划将旗下聊天和会议应用Microsoft Teams打造成元宇宙,把混合现实会议平台Microsoft Mesh融入Microsoft Teams中。此外,Xbox游戏平台将来也要加入元宇宙。
It can be seen that Microsoft’s movement is accelerating: on November 2, at the Ignate Congress, Microsoft announced plans to use Microsoft Teams to create a metaspace for chats and meetings under the flag, and to integrate Microsoft Mesh into Microsoft Teams. In addition, the Xbox game platform will join the universe in the future.
萨提亚·纳德拉表示,微软的元宇宙最初专注于企业级应用。
Satya Nadera said that Microsoft's metacosystem initially focused on enterprise-level applications.
微软(中国)首席技术官官韦青表示,没必要去纠结现在流行的技术叫什么词,无论是叫元宇宙也好,叫数字孪生也罢。永远不要忘记,创造虚拟空间的初衷是为了强化物理世界,让我们在现实生活提高生产效率,降低生产成本。
Microsoft (China)’s Chief Technical Officer, Wei Qing, has said that there is no need to dwell on what technology is now in use, whether it be called the Yuan cosmos or the digital twin. Never forget that the creation of virtual space was originally designed to strengthen the physical world, so that we can make production more efficient and lower production costs in real life.
官韦青指出,像微软、苹果等科技公司的业务是虚拟空间、物理世界两方面业务皆有覆盖,两方面互补,而不是单方面地陷入到某一个领域。元宇宙构筑的逻辑,都是将物理世界的对象和现象变成模型,放到虚拟空间中,进行仿真、预测,最终反馈到物理空间,来强化我们的物理世界。
Officer Wai Qing pointed out that technology companies like Microsoft, Apple and others operate in both virtual space and physical worlds that complement each other, rather than falling unilaterally into a certain field. The logic of meta-cosm construction is to model the objects and phenomena of the physical world into virtual space, imitate, predict, and eventually feed back into physical space to strengthen our physical world.
下图是微软的Metaverse解决方案,包括它的物理世界、连接、建模、位置、数据,还有智能逻辑以及协作平台等等,可以看到它是偏向于提高生产力。
The following is Microsoft's Metaverse solution, which includes its physical world, connections, modelling, location, data, intelligent logic and collaborative platforms, among others, and can be seen to be biased towards productivity gains.
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全真网:马化腾于2020年底在腾讯集团官方年度特刊《三观》提出
Full Web: At the end of 2020, presented in RTG's official annual special issue, The Third View
1.移动互联网的接替者;
1. A replacement for the mobile Internet;
2.虚拟世界和真实世界的全面融合;
2. Full integration of the virtual and real worlds;
3.全面+真实(全面=消费互联网+产业互联网 真实=AR/VR交互技术)。
3. Full + Real (comprehensive = Consumable Internet + Industrial Internet Real = AR/VR interactive technology).
元宇宙:源自科幻作品《雪崩》,?个?们以虚拟形象在三维空间与各种软件进?交互的世界。其真正为人所知是今年Roblox上市的时候,把MetaVerse加到了招股说明书,并且提出了元宇宙的八大要素:身份、朋友、沉浸感、低延迟、多元化、随地、经济系统、文明。
dollar universe: is derived from Sci-fi Avalanches, huh? The world where virtual images interact with software of all kinds in three dimensions? The real idea is that when Roblox was on the market this year, MetaVerse was added to the letter of offer, and eight elements of the meta-cosm were proposed: identity, friends, immersion, low delay, pluralism, locality, economic system, civilization.
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可以看出,其对元宇宙的理解,更多也是一个社交娱乐层面的。而维基百科之中,对元宇宙的定义更加的精准和全面:The metaverse (a portmanteau of "meta-" and"universe") is a hypothesized iteration of the internet, supportingpersistent online 3-D virtual environments through conventional personalcomputing, as well as virtual and augmented reality headsets.
As can be seen, its understanding of the metaspace is more socially entertaining. In Wikipedia, the metaspace (a portmanteau of "meta-" and "universe") is a more precise and comprehensive definition of the internet, supporting universe on line 3-D social understandings through social interaction, as well as a well-known reality hearing.
一句话概述:元宇宙就是下一代互联网。
To sum up, the Yuan cosmos is the next generation of the Internet.
那么接下来我们来一起看一看元宇宙就是如何构建的,也就是元宇宙的技术基础。
So let's take a look at how the meta-cosmos is built, which is the technological foundation of the meta-cosmos.
元宇宙的构成技术是非常的多,包括虚拟现实、区块链、AI+人工智能等等.
The composition of the meta-cosmos is very numerous, including virtual reality, block chains, AI+ artificial intelligence, and so on.
我们本次重点从虚拟现实和大家分享一下。AR/VR技术的科技树,也就是五大核心技术:近眼显示技术、内容创建技术、网络传输技术、渲染技术、感知和自然交互技术。
Let's focus this time on the virtual reality of and . The technology tree of AR/VR technology, that is, five core technologies: near-eye display technology, content creation technology, network transmission technology, rendering technology, perception and natural interactions.
1.Near-eye display(近眼显示技术)包括传统的屏幕显示技术(LCOS/OLED/可折叠的AMOLED/Micro LED)和光学技术(光场显示/波导技术等等。
1. Near-eye display techniques include traditional screen display techniques (LCOS/OLED/Foldable AMOLED/Micro LED) and optical technologies (radio-based/bandwidth technology, etc.).
2.Content creation(内容创作技术)包括虚拟角色和场景构建、动作捕捉、全景视频拍摄与编辑等等。
2. Content creation (content creation technology) includes virtual character and scene construction, action capture, panorama video filming and editing, etc.
3.Network communication(网络传输技术)
3. Network communication technology
这方面最受人关注的当然就是即将商用的5G技术,以及传说中传输速率可达每秒1T的下一代6G技术了。当然还有一系列的其它技术有待发展。
Of course, the most interesting is the commercial 5G technology, and the legendary next generation of 6G technology with a transfer rate of up to 1 T per second. There is, of course, a range of other technologies that need to be developed.
4.Rendering Processing(渲染技术)包括本地渲染、云渲染、光场渲染、多重视角渲染,以及硬件渲染加速等等技术。
4. Rendering Professing (Rendering Technology) includes techniques such as local rendering, cloud rendering, haze rendering, multiple angle rendering, and hardware rendering acceleration.
5.Perception&interaction(感知和自然交互)
5. Perception&interaction (perception and natural interaction)
包括跟踪定位技术、多感官自然交互技术(脑波、语音交互、触感交互等等)、机器视觉技术(SLAM/场景分离与识别等)
Including tracking positioning techniques, multisensor natural interactions (cerebral waves, voice interactions, tactile interactions, etc.), machine visuals (SLAM/scenario separation and recognition, etc.)
AR/VR技术有一个非常著名的科技树(如下图),我们可以看到刚才提到的五大技术都有一个科技树展开,然后每个树也有自己的树干,每个树干上也有非常多的分支和树叶。毫不夸张的说,在其中的任何一个树干,甚至任何一个树叶之上,如果去做深入的研究,都可以在这个领域成为一个非常资深的专家。
AR/VR technology has a very well-known technology tree (see figure below), and we can see that each of the five technologies just mentioned has a technology tree, and then each tree has its own trunk, and there are a lot of branches and leaves on each trunk. It's no exaggeration to say that above any of its trunks, or even any leaf, if you do an in-depth study, you can be a very senior expert in this field.
下图是AR/VR技术成熟度曲线,可以看到类似跟踪定位、液晶屏显示、云渲染以及OS相关等技术基本上都是属于两年之内可以商用的。
The figure below is an AR/VR technological maturity curve, which shows that technologies such as tracking positioning, LCD screen displays, cloud rendering and OS-related technologies are essentially commercial within two years.
类似另外一些,比如说自由曲面、虚拟化身、混合云渲染等这些可能要2~5年。
Others, such as free surfaces, virtual incarnations, mixed cloud renderings and so on, may take two to five years.
而对于光学技术,我们可能首先想到就是双眼视差原理。人眼是如何实现立体视觉呢?其实最简单就是因为每个人都有两只眼睛,每个眼睛之间都有一定的间隔,通过间隔每个眼睛看到的图像有所差别,再通过我们的大脑的这种判断,最终都形成了一个立体视觉。
And for optical technology, we might think first of the difference between the eyes. How does a human eye achieve a stereo vision? The simplest thing is because each person has two eyes, there's a certain distance between each eye, there's a difference between the images that are seen in each eye, and then there's a stereo vision in our brain.
同时,AR/VR的光学系统,包括 Pancake,折返式、自由曲面以及光波导。
At the same time, AR/VR optical systems, including Pancake, reversion, free curry and light wave guidance.
然后我们再来看一下还有全息投影技术,3D全息投影技术可以分为投射全息投影和反射全息投影两种,是全息摄影技术的逆向展示。
And then we look at holographic projection technology, which can be divided into holographic projection and reflective holographic projection, which is a reverse display of holographic technology.
目前我们经常看到的各类表演中所使用的全息投影技术都需要用到全息膜这种特殊的介质,而且需要提前在舞台上做各种精密的光学布置。虽然看起来效果绚丽无比,但成本高昂,操作复杂,需要专业训练,并非每个普通人都可以轻松享受到的。从某种程度上来说,目前的主流商用全息投影技术只能被称作“伪全息投影”。
The hologram technology that we often see in all kinds of performances now needs to be used as a special medium for holographical membrane, and it requires sophisticated optical layouts in advance of the stage. While it seems to be extremely effective, it is costly, complex, requiring professional training, and not easily accessible to everyone. To some extent, the prevailing commercial hologram technology can only be described as a “false hologram”.
内容创建技术分成360全景拍摄、传统3D建模和3D重建。
The content creation technology is divided into 360 panoramics, traditional 3D modelling and 3D reconstruction.
全景拍摄,其实也就是全景相机还有全景摄像机。
panorama , which is actually a panorama camera and a panorama camera.
优点:百分百真实
Advantages: 100% real
缺点:无法切换焦点,无法和场景及人物互动
Deficiencies: unable to change focus and interact with scenes and personalities
3D建模就是大家熟悉的3D MAX、玛雅等。
3D Model is the familiar 3D MAX, Maya, etc.
优点:精度高,流程成熟
Advantages: high accuracy, process maturity
缺点:耗费大量人力、时间、精力
Deficiencies: High human, time and energy costs
3D重建主要是针对于小物体以及人物角色。它本身就分成基于2D图像、基于3D扫描、基于红外TOF。
Rebuilding 3D is primarily for small objects and characters. It is divided into 2D images, 3D scans, and infrared TOFs.
惯性动作捕捉技术也是比较主流的动作捕捉技术之一。其基本原理是通过惯性导航传感器和IMU(惯性测量单元)来测量演员动作的加速度、方位、倾斜角等特性。惯性动作捕捉技术的特点是不受环境干扰,不怕遮挡,采样速度高,精度高。2015年10月由奥飞动漫参与B轮投资的诺亦腾就是一家提供惯性动作捕捉技术的国内科技创业公司,其动作捕捉设备曾用在2015年最热门的美剧《冰与火之歌:权力的游戏》中,并帮助该剧勇夺第67届艾美奖的“最佳特效奖”。
Inertial action capture techniques are also one of the more mainstream action capture techniques. The rationale for this is to measure the acceleration, location, tilt angles, etc. of actor actions through inertial navigation sensors and IMUs (inert measurement units). Inert action capture techniques are characterized by freedom from environmental interference, fear of shielding, high sampling speed, and high accuracy. The promise of O-flying participation in B-round investment in October 2015 is a domestic technology start-up company that provides inertial action capture technology whose action capture equipment was used in the hottest American play of 2015, The Song of Ice and Fire: A Game of Power, and helped the show to win the 67th A-American Award for Best Effect.
我们以英伟达的“虚拟发布会”为例,来讲一下怎么搭建一个虚拟场景。
Let's take the "virtual launch" of Yvetteda as an example of how to build a virtual scene.
详细的步骤可以参考下图:
Detailed steps can be drawn from the following graph:
第一步:使用3D扫描构建虚拟场景
Step 1: use 3D scan to build virtual scenes
第三步:使用AI Audio2Face让口型和面部肌肉变化随语音变动
Step 3: Using AI Audio2Face to allow oral and facial muscles to change with voice
第四步:使用动作捕捉获取身体姿态动画
Step four: use action to capture animated body gestures
在了解前述知识点之后,我们再来看看3D引擎和SDK技术。当然在这个领域AR/VR里面最常用的3D引擎无非也就是虚幻和Unity。
After learning about the previous points of knowledge, we look at the 3D engine and SDK technology . Of course, the 3D engine most commonly used in this area in AR/VR is nothing but fiction and Unity.
在此,推荐一本非常经典的书叫《游戏引擎架构》。书里对游戏引擎,从低阶到图形动画,再到高阶的构成做了非常详细的描述和解释说明,目前已经是出到第三版了。
Here, a very classic book is recommended called The Architecture of Game Engines. It provides a very detailed description and explanation of the engine, from low to graphic animation to high-level composition, which is now in its third edition.
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云VR渲染流程:
Cloud VR Rendering:
在本地VR渲染的基础上额外增加三个环节(比本地渲染增加20ms左右的延迟):
Add three additional links to the local VR rendering (a delay of around 20ms over the local rendering):
1.图像压缩编码
1. Image compression encoding
2.网络传输
2. Network transmission
3.图像解压缩
3. Image decompression
云VR渲染的利弊:
好处:
Benefits:
1.降低对本地硬件处理能力的要求
1. Reduced requirements for local hardware processing capacity
包括存储空间、性能、散热等,从而让设备增加轻便
Including storage space, performance, heat radiation, etc., thus making the equipment more light
缺点:
Disadvantages:
1.额外增加延迟,影响实际体验
1. Additional delays affecting actual experience
2.清晰度经压缩和传输后无法保证
2. No assurance of clarity after compression and transmission
端云渲染的配合使用
co-operation with cloud rendering
1.对于不追求及时响应的应用
1. Application for failure to pursue a timely response
如3dof游戏、VR看房、旅游景点观赏、全景视频播放等,通过ATW+云渲染+本地观看的方式可以获得比较好的效果。
For example, 3dof games, VR houses, tourist attractions, panoramic video shows, etc., can have better results by rendering + local viewing through ATW+ clouds.
2.对于追求及时响应的6dof游戏和社交互动应用
2. Application to 6dof games and social interactions in pursuit of timely responses
渲染处理更多还是需要在本地进行,云端用于处理指令型数据(参考大型多人在线游戏MMORPG)。
More Rendering is still needed locally, and clouds are used to process command-type data (reference large multiplayer online games MMORPG).
3.当前的5G网络和设备硬件性能无法支撑强互动型的云VR渲染和数据传输,未来的6G可以完全实现。
3. The current 5G network and equipment hardware capabilities cannot support a highly interactive cloud VR rendering and data transmission, and the future 6G can be fully realized.
Inside-out技术
Inside-out technique
基于单目/双目/多目视觉+IMU的inside-out技术取代早期的Outside-in技术开始产品化,特别是在VR一体机设备,如Oculus Quest /Oculus Quest 2,HTC Vive Focus等。
Inside-out technologies based on single/doubt/multi-sighted vision +IMU replace the earlier Outside-in technologies, especially VR-based equipment such as Ocuulus Quest/Oculus Quest 2, HTC Vive Focus, etc.
可以实现:
Achieved:
1.追踪定位
1. Tracking and positioning
2.手势动作识别
2. Identification of gestures and movements
FOV眼动追踪技术
FOV visual tracking technology
眼动追踪的原理其实很简单,就是使用红外摄像头和LED捕捉人眼或脸部的图像,然后用算法实现人脸和人眼的检测、定位和跟踪,从而估算用户的视线变化。目前主要使用光谱成像和红外光谱成像两种图像处理方法,前一种需要捕捉虹膜和巩膜之间的轮廓,而后一种则跟踪瞳孔轮廓。
The principle of eye-trace is simple: using infrared cameras and LEDs to capture images of people's eyes or faces, and then using algorithms to measure, locate, and track their faces and eyes in order to estimate changes in their vision. Currently, two image processing methods are mainly spectral imaging and infrared imaging, the first requiring the capture of the contours between iris and membrane, and the second tracking the contours of the pupils.
SLAM
基于RGBD相机和红外TOF、激光雷达和AI算法等实现实时场景3D重建,在机器人、无人机和AR/VR设备如HoloLens中得到普遍应用,
Real-time scenario 3D reconstruction based on RGBD cameras and infrared TOF, laser radar and AI algorithms, with universal application in robotics, drones and AR/VR equipment such as HoloLens,
除此之外,还有语音交互和语义理解、触觉反馈,嗅觉及其它感觉及模拟器。
In addition to this, there are voice interactions and semantic understandings, tactile feedback, smell and other feelings and simulators.
另外还有一个非常亮的亮点——脑机接口(大脑和计算机直接进行交互,有时候又被称为意识-机器交互,神经直连。脑机接口是人或者动物大脑和外部设备间建立的直接连接通道,又分为单向脑机接口和双向脑机接口)。
There is also a very bright light -- brain interface (the brain interacts directly with the computer, sometimes referred to as the consciousness-machine interaction, the neural connection. The brain interface is a direct link between the human or animal brain and the external device, divided into one-way brain interface and two-way brain interfaces).
单向脑机接口只允许单向的信息通讯,比如只允许计算机接受大脑传来的命令,或者只允许计算机向大脑发送信号(比如重建影像)。而双向脑机接口则允许大脑和外部计算机设备间实现双向的信息交换。
One-way brain interfaces allow only one-way information communication, for example, allowing computers to receive orders from the brain, or only allowing computers to send signals to the brain (e.g. reconstructing images). Two-way brain interfaces allow two-way information exchange between the brain and external computing equipment.
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