• Nithanim@programming.dev
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      5 months ago

      I think that is only for demonstration of the refresh rate and colors. I can imagine it being used to “place” the room stationary in specific places. Like to watch animals in africa or fish underwater. Or on a mountain for the view.

  • Shoe@lemm.ee
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    5 months ago

    May be stating the obvious or missing the point, but this is just a 3d render, right? Nothing about this looks like it exists in the real world.

    • Num10ck@lemmy.world
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      5 months ago

      this is definitely a render but Hughes Research Labs in Malibu had a room like this in the early 90s, they called it the Cave, using projectors synced up to several computers. meant for one user at a time.

      Disneyland Anaheim had a giant room circled by projectors in the 1980s where visitors would stand while holding a handrail and they showed river rafting videos that weren’t as crazy as this.

      • FellowEnt@sh.itjust.works
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        5 months ago

        VR caves are still a thing. It’s also the technique used for virtual production, with the backgrounds rendered in realtime in Unreal Engine, trackers on the camera for positional data, or camera on a robot arm which negates the need for trackers. It’s very cool tech that opens up a lot of possibilities that would be prohibitively expensive to shoot for real.

  • qooqie@lemmy.world
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    5 months ago

    That looks cool in video, but I bet it’s super annoying and distracting to actually sit in

    • towerful@programming.dev
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      5 months ago

      Yeh, also it’s forced perspective aka the Trompe l’Oeil effect.
      If you are sitting in the corner, it probably looks strange

      • FellowEnt@sh.itjust.works
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        5 months ago

        I’m struggling to figure out how this is forced perspective, it’s just sloshing water with no frame of reference for scale?!

        • lad@programming.dev
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          5 months ago

          I guess, the point is that when you sit near the wall, it will look like the wave is travelling the angled wall super fast to then transfer to the perpendicular wall and move normally.

          I guess, that constant shaking and splashing was chosen for a demonstration exactly because it obscures the fact that travel speeds aren’t consistent