philip lelyveld The world of entertainment technology

26Jan/18Off

Lytro Picks up Limitless Team to Build Tools to Work With Light-fields in Game Engines

As we noted recently, Lytro is positioning its light-field tech as VR’s master capture format. As the company is building pipelines—like Immerge and Volume Tracer—for capturing live action light-fields and generating entirely synthetic ones, the natural next step is for the company to allow easy combinations of the two, as well as real-time computer graphics.

In taking that next step, Lytro has welcomed the team from Limitless into the company. Limitless was behind narrative VR content like Reaping Rewards, which was built on a toolset designed to make it possible to animate on the fly, directly inside of VR. Now part of Lytro, the Limitless team is helping to build out the company’s game engine toolset, which Lytro says will allow users to seamlessly blend light-fields with real-time rendered content.

Lytro wants to eliminate the need to choose between the quality of light-fields and the interactivity of real-time rendering by letting developers use the two interchangeably in a single project. In a recent meeting with Lytro, I got to see this in action—the company pulled their Hallelujah light-field into Unity as a point-cloud, and proceeded to modify the look of the scene using controls directly inside of Unity.

See the full story here: http://www.virtualrealitypulse.com/edition/daily-amazon-google-2018-01-25?open-article-id=7766013&article-title=lytro-picks-up-limitless-team-to-build-tools-to-work-with-light-fields-in-game-engines&blog-domain=roadtovr.com&blog-title=road-to-vr

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