Environments: a major key to VR's success


 

 

VR is finding its feet in the the gaming and entertaining industries, and we’re easily wowed by the new levels of immersion the tech offers in first-person shooters or film sets. But, as Chris Nichols argues in this piece for Computer Graphics World, VR is far better suited to simply offering us a sense of space.

As Chris explains, we can mix new and old techniques to create realistic or surreal environments, and give the viewer the feeling of actually being there. It’s an interesting discussion of the future of this challenging but innovative medium.


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About the author

Christopher Nichols

Chris is a CG industry veteran and Director of Chaos Group Labs. He can also be heard regularly as the host of the CG Garage podcast which attracts 20,000 weekly listeners. With a background in both VFX and Design, Chris has worked for Gensler, Digital Domain, Imageworks and Method Studios. His credits include Maleficent, Oblivion and Tron: Legacy.