Will the “Ready Player One” scene become a reality? How much do you know about the core technology of “Meta Universe” landing

Disclaimer: This article is an original article created by Flint. Personal forwarding and sharing are welcome. Reprinting on the website, official account, etc. requires authorization.

01 What is Metaverse?

The famous American social media platform Facebook announced on October 28 that the brand of the platform will be partially renamed “Meta”. Facebook will be committed to gradually integrating the existing Facebook and the company’s Instagram and other social media and real-time communication platforms to create a brand-new Meta platform.

“Meta” comes from the science fiction word Metaverse, Metaverse = Meta (beyond) + Universe (universe).

The meta-universe is a shared 3D system, and it also refers to a world that is interactive, immersive and multi-perceptual. It is not so much a new concept as it is an integration of old concepts. With the continuous breakthroughs in display technology in recent years and the empowerment of cloud computing in 5G, Metaverse, this concrete concept that integrates extended reality (XR), blockchain, cloud computing and digital twins, will be in the foreseeable future. Become a sharing platform that is not limited to any physical or digital area, and is widely used in work, daily life and entertainment.

The maturity of the meta-universe industry requires a lot of basic research to support it. To understand the long road to the meta-universe and the reasons for the latest Facebook’s high-profile entry, and unveil the huge imagination of the meta-universe market, this time we can first explore one of its basic core technologies-virtual reality (VR). ), a technology that the public is very familiar with but has been struggling to find a way out.

02VR≠Virtual Reality

If you ask people around you what VR is, the vast majority of responses are “VR is virtual reality.” In recent years, virtual reality has appeared more and more actively in people’s sight. VR experience halls, VR glasses, VR helmets, and the 2018 movie “Number One Player” have set off a VR boom.

 

Source: The picture comes from the Internet, invaded and deleted

In fact, the above mentioned are all narrowly defined virtual reality, and wearing a helmet to experience the virtual world is just one of the most trivial applications of virtual reality.

Generalized virtual reality, in addition to VR, also includes AR (Augmented Reality) and MR (Mixed Reality), which are collectively referred to as “pan-virtual reality” and “extended reality” (XR).

They all take the computer as the core, and form a comprehensive computing platform for interactive scenes by constructing, superimposing virtual information, and then fusing it into the real environment or virtual space. That is to create a fully simulated virtual space containing real-time information, three-dimensional static images or moving objects, and finally interact with users according to certain rules.

The difference between VR, AR and MR is reflected in the way of interaction between virtual information and the real world. This virtual space can be independent of the real world (VR technology), can also be superimposed on the real world (AR technology), or even integrated with the real world (MR technology). From the current development situation, the most commercial value is probably not the first developed VR, but the fusion of MR and XR.

 

Source: The picture comes from the Internet, invaded and deleted

03 Development Status of Virtual Reality

United States: VR technology was born in NASA’s Ames laboratory. As the birthplace of VR technology, the United States still leads the development of the global VR industry. The MR headset Microsoft HoloLens launched by Microsoft has no cables or earpieces, no need to connect to a computer. With the help of integrated see-through lenses, stereo sound, sensors and processors, holographic images can be nailed to the real physical environment.

Europe: Since 2016, more and more European companies have invested in the VR industry. On the whole, France is currently in a leading position in VR. At the same time, the DVS system designed by the UK is trying to standardize VR technology, and the UK is at the forefront in terms of VR technology processing and auxiliary equipment design research.

China: Domestic VR technology research started relatively late, and there is a certain gap with developed countries in Europe and America, especially high-performance graphics cards and 3D engines. With the rapid development of computer graphics, computer system engineering and other technologies, VR technology has been highly valued by the country. Currently, Beijing University of Aeronautics and Astronautics (State Key Laboratory of Virtual Reality Technology and Systems), Tsinghua University (National Optical Disk Engineering Research Center) , Zhejiang University (CAD&CG State Key Laboratory), Shanghai Jiaotong University (Image Processing Pattern Recognition Institute), Wuhan University of Technology (Intelligent Manufacturing and Control Institute) and a series of universities and units are all conducting VR research work and attempts. Table 1: Development Layout of VR Industry in Some Cities in my country

 

Source: Firestone Creation based on publicly available data. The picture below is the list of the top 100 global virtual reality companies of the VR Fund in 2019. Compared with only one selected in 2017, a number of Chinese companies (Huawei, Xiaomi, Dapeng VR, etc.) emerged in 2019.

 

Figure 1: VR Fund’s 2019 Global Virtual Reality Top 100 Companies List Source: The picture comes from the Internet, invaded and deleted

The virtual reality industry is currently in a period of partial immersion, as shown below:

 

Figure 2: The development stage of the virtual reality industry Source: Flint Creations is compiled according to public information

As time goes by, virtual reality will accelerate the empowerment of thousands of industries and give birth to new formats and models of the digital economy. In the field of industrial manufacturing, BMW and Nvidia are cooperating to build factories. Many companies in Eastern China are developing similar digital twins. After virtual design is completed, they are directly transferred to factory production; in the field of medical and health, virtual reality technology has been used in oral surgery, spinal surgery, Plastic surgery, cardiovascular surgery, etc. are widely used; in the field of news communication, many live applications of VR have also been demonstrated; in the field of education and training, VR technology has penetrated into higher education, vocational training, etc., and many universities are building VR laboratories one after another.

04 Virtual Reality Industry Chain and Technology Analysis

According to the observation of the VR industry, the industry chain is composed of core components and underlying software, core equipment and content services, and terminal VR solutions. As shown below:

 

Figure 3: The source of the virtual reality industry chain: Flint Creations is organized according to public information

Let’s take a closer look at the current domestic development status of the VR industry’s core technologies (modeling, perception interaction, rendering, transmission and distribution, and display).

Table 2: Core Technologies of VR Industry

 

Source: Flint Creations compiled according to public information

Generally speaking, there is still a significant gap between the domestic low-level hardware and software and the advanced level of ecosystem construction in the country, but the gap in many links is shrinking, especially in network transmission and display manufacturing. There is a large room for development. In addition to the above core technologies, other technological innovations closely related to virtual reality also have a profound impact on the virtual reality industry. These related technologies are mainly computer simulation, computer graphics, artificial intelligence, 5G communications and big data.

Table 3: Related technologies of VR industry

 

Source: Flint Creations compiled according to public information

05 summary

The scenes that once appeared in science fiction are actually only a matter of time before the realization of the meta-universe and the maturity of the meta-universe industry, driven by technological evolution and human needs.
The meta universe is a very open, complex, and huge system, and it is the ultimate form of information interaction in the future. It covers the entire cyberspace system, as well as numerous hardware devices and realistic conditions, and is a super-large digital application ecosystem jointly constructed by multiple types of builders. Virtual technology, one of the core technologies of Metaverse, is an indispensable part of the system.
In order to accelerate the promotion of Metaverse from concept to reality, and to seize the opportunity in the future global competition, my country should make a forward-looking layout in the core technologies and standards of virtual reality. At present, in addition to virtual reality, other underlying technologies such as blockchain and artificial intelligence are still far from the needs of meta-universe landing applications. The state should strengthen the layout, encourage relevant enterprises to strengthen basic research, enhance technological innovation capabilities, and steadily improve related industries The maturity of the technology.
—END— Author | Flint Creation Wang Jing review | Flint Creation Shao Qian, Yin Li editor | Flint Creation Zhang Yanling operation | Flint Creation Huang Shuping If you need to reprint, please leave a message to apply

Leave a Comment

Your email address will not be published. Required fields are marked *