For XR to come of age, we have needed practical capture systems, familiar production processes and an effective blending of game and multimedia technologies. In this session, we addressed all three of these challenges: showcasing a production environment with 6 degrees of freedom (6 DoF) video and spatial audio capture composited using a game engine, a practical real-time (30fps) point cloud capture system; as well as discussing the 2021 state of convergence between game and traditional multimedia in XR systems.
No comments yet