1. VirtuaTyKing's Avatar
    News: AxonVR is Building a Haptic Holodeck Powered by NVIDIA PhysX-axonvr-haptx-skeleton-681x383.jpg

    AxonVR, the company currently working on a full-body haptic solution for VR, are on their way to bringing their technology to an ever-widening audience. Announced today via an official NVIDIA blogpost, AxonVR says that the companys fledgling haptic engine is actually built on top of NVIDIAs PhysX, a middleware SDK that provides GPU acceleration for complex, real-time physics simulations.

    AxonVRs all-in-one haptic solution is aiming to combine an exoskeleton walking platform and haptic suit that provides simulated pressure, hot and cold sensations, so not only can you walk around VR, but you can feel it too.

    This is accomplished by the companys HaptX textile thats said to deliver the feel of texture, shape, motion, vibration and temperature of virtual objects. As ambitious and captivating the early prototypes may be, a hardware platform can only be as good as its software base thoughand thats where NVIDIAs PhysX comes in.

    At its heart, haptic simulation comes down to physics. But the precision and level of detail required for haptic simulation go beyond the capabilities of a typical physics engine. Objects dont just have to look right. They have to feel right, writes AxonVR CEO Jake Rubin and Zvi Greenstein, General Manager at Nvidia and head of Business Development for VR.

    News: AxonVR is Building a Haptic Holodeck Powered by NVIDIA PhysX-exosuit-axonvr.jpg

    AxonVR says its using PhysX to calculate force feedback by figuring out how objects act during a collision, and then extracting more detail about the objects surface geometry when touching your skin. According to AxonVR, the information gathered from PhysX can allow them to simulate anything from gentle curves to micro-textures so small you cant see them with the naked eye.

    Based on this data, says AxonVR CEO Jake Rubin AxonVRs software models how your skin will deform when touching the surface to produce tactile and vibrotactile feedback. Finally, the software models the transfer of heat between the surface and your skin to produce thermal feedback.



    AxonVRs HaptX SDK includes a plug-in for leading game engines that lets developers add touch sensations to their projects. AxonVR maintains that content creators can use existing 3D assets and add haptic properties and effects with little or no modification with the PhysX-based HaptX SDK.

    PhysX acceleration is supported across many game engines including Unreal Engine and Unity, and works on GeForce 9‑series, and 100‑series to 900‑series GPUs with a minimum of 256MB dedicated graphics memory.

    AxonVR has spent the last 4 years in stealth mode, coming into the public eye back in May. Only a few short months later, the company announced the closure of a $5.8 million seed investment which will be used to further develop their HaptX platform. The company is aiming to license their walking platform and haptics suit directly to businesses such as theme parks and VR arcades.

    And if youre still wondering what all the fuss is about, Road to VRs Michael Glombicki got his hands on a prototype of the HaptX material at Immerse Technology Summit (ex- SEA VR) this fall:

    To try out their technology, I placed my hand, palm upwards, in a slot on the side of large metal box that contained pneumatic drive system needed to make their haptic skin function. Using a Vive controller in my other hand, I was able to place a variety of objects on my virtual hand and feel the corresponding pressure response from the HaptX skin, said Glombicki.

    News: AxonVR is Building a Haptic Holodeck Powered by NVIDIA PhysX-axonvr-haptx-demo-screen-capture.jpg

    The most impressive part of the demo was when I got to place a virtual deer on my hand. I could feel the individual points of contact as the deer moved its legs around my hand.

    Although we havent to see the technology worked into a large textile like a full haptic suit just yet, well be following AxonVRs progress to see just how scalable it turns out to be.

    Source: http://www.roadtovr.com/axonvr-build...-nvidia-physx/
    12-23-2016 02:25 PM
  2. pjs37's Avatar
    Huh wasn't expecting that. We may be closer to this then I had thought! This is exciting. I never considered an idea of having the person suspended. But it makes sense if you can replicate the ground beneath them a lot easier then omni directional treadmills.
    12-23-2016 09:37 PM
  3. Chemy JMHT's Avatar
    I think this is the second use you can give to the Physx tech beside gaming, it's nice, looks in the very early ages but with the huge steps technology is doing these days for sure we will se a lot like that in just months.
    12-30-2016 12:22 AM
  4. pjs37's Avatar
    Yeah I just hope nVidia starts being more open with PhysX
    12-30-2016 07:20 AM

Similar Threads

  1. News: MVRs new headset launches in 2017
    By VirtuaTyKing in forum VR News & Discussion
    Replies: 10
    Last Post: 01-06-2017, 10:57 AM
  2. News: Serious Sam VR: The First Encounter FPS Action With Full Locomotion
    By VirtuaTyKing in forum VR Videos: game shots, build videos, social experiences
    Replies: 3
    Last Post: 12-23-2016, 12:30 PM
  3. Oculus Home is festive--probably old hat, but still
    By Firegold21 in forum Samsung Gear VR
    Replies: 4
    Last Post: 12-23-2016, 12:14 PM
  4. News: Fruit Ninja VR Now Available For PlayStation VR In Europe
    By VirtuaTyKing in forum VR Videos: game shots, build videos, social experiences
    Replies: 2
    Last Post: 12-22-2016, 04:31 AM
  5. Is there a way to fix a focus issue in DayDream?
    By VR Question in forum Ask a Question (no registration!)
    Replies: 1
    Last Post: 12-21-2016, 09:00 PM
LINK TO POST COPIED TO CLIPBOARD