IMVERSE SHOWCASED AT AWE 2022
AWE 2022 Europe was held this year in Lisbon, Portugal. Imverse chose to host customers at the show for private demos.
This was an opportunity to showcase our developments in bidirectional 3D calling projects and multi-camera 3D video capture for live rendering in virtual platforms.
3D BI-DIRECTIONAL CALLS:
The 3D videoconference kiosks of Big Tech companies are already installed in some R&D offices of a famous American group. The principle is to create a realistic hologram that can allow you to have an interactive conversation in front of an interlocutor while being in the office or at home.
Imverse is pursuing the same ambition in its R&D projects but is focusing its partnerships on more accessible market solutions.
One of the use cases presented in Lisbon featured bi-directional calls with three cameras on one side and a lightfield « looking glass » screen on the other.
MAKE VIDEOCONFERENCING AS REALISTIC
AND INTERACTIVE AS POSSIBLE
« Imagine that you are looking through a kind of magic window and through it you see another person, life-size and in three dimensions. »
Javier Bello Ruiz
We apply advanced technologies based on voxelisation to capture the subjects in 3D and live, and then render their image live in a 3D screen.
On one side of the table, Javier Bello Ruiz, CEO of Imverse, is filmed in 3D using Microsoft Azure Kinect cameras, » he explains. « On the other side, customers sitting in front of a small screen see Javier in volume and without latency. Imagine the same thing with a complete device and no more risk of making remote conferences boring, it’s as if you were sitting in front of your interlocutor, or almost.
Today we know how to do this with 3 cameras to film the torso and the front of the body in 3D, but we are also working on reconstructing the back of the body using machine learning and artificial intelligence.
HOLO RECORDINGS AND LIVE PERFORMANCE
IN A VR PLATFORM
On the other side of the private room, we were able to demonstrate our ability to film in 3D and record one or more people live.
In this set-up, we had installed five depth of field cameras, as the guests turned to face the cameras, they were filmed in 3D and appeared live on our monitor in the Imverse Holo environment our software capable of rendering this live file in a VR platform.
On the right, Javier Bello Ruiz performs various movements with his arms raised to demonstrate the imperceptible latency of the scene where his body is transposed into a VR platform.
The metaverse is almost at your fingertips! This scene can also be observed by wearing a VR headset, so you can get closer to the person filmed in 3D, while you are at a distance: we are in a scenario of simultaneous broadcasting: imagine you are the CEO of a large group: no problem to broadcast a message in realistic 3D to all your employees: they just have to join you in the platform.
A PANEL WITH JAVIER BELLO RUIZ CEO AT IMVERSE
The Metaverse has pushed human creativity, interaction and expression past the realms of 20th century technology which boxed digital social interactions and content in 2D. Now, 3D self-representation can build experiences in which embodiment, presence and agency are enhancing human interaction in real-time.
Meanwhile, avatars offer new ways for people to meet, create and collaborate in virtual environments – be that in the workplace or for entertainment. Yet, for the Metaverse to truly come to life, hardware, software, and content need to rise in harmony with the infrastructure and architecture that support it.
The defining products and experiences will come from collaborations and partnerships built on different technologies, disciplines, companies and experiences. Pearly Chen and fellow panellists will explore how the ecosystem can come together to build spaces in which we can all create, express ideas and interact in this new world.
Unpacking the latest in immersive technologies, panellists will address ways we can regain natural interactions in virtual worlds and unlock use cases that past generations of technology could not achieve. Authenticity will be at the heart of this discussion, with panellists sharing insights on why this must come first for us all, as the Metaverse pushes the boundaries of content and interaction.
Speakers: Javier Bello Ruiz – CEO & Co-Founder at IMVERSE
Gabriele Romagnoli – Head of Business at ShapesXR
Pearly Chen – VP Business Dev. at HTC Vive
Ian Beacraft – Fractional CMO at Coastal Spritz
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