Events | Mar 2016
VR Basketball at GDC 2016
Low Latency, High Precision Motion Capture System Enables Large Scale, Multi-Player VR Games, with Real-Time Rigid Body Tracking into Unreal Engine

San Francisco, CA, GDC, Booth 2116 (March 14, 2016) – At GDC 2016 this week at San Francisco’s Moscone Center, OptiTrack will demonstrate its latest technology advancements for virtual reality (VR) workflows via an interactive basketball experience. Participants donning head-mounted displays (HMDs) will be able to dribble and pass a basketball simultaneously in the VR environment and in the physical world. An OptiTrack 6 DoF tracking system will provide drift-free positional and rotational tracking for the HMDs, controllers, and players.
With the ability to track more than 75 rigid bodies simultaneously with <5ms tracking latency and a wide-angle camera view, the OptiTrack system supports a large number of HMDs and in-game objects in a single space, opening the door for a more immersive and complex VR experience that merges real-world objects with virtual environments. The company is also showcasing real-time full-body animation from the OptiTrack system into Unreal Engine 4®, with retargeting in IKinema.
“What’s already been accomplished in the VR space from a technology standpoint is incredible, but very few VR experiences offer interactivity and the freedom to walk around a very large room. Our systems enable developers to create high quality large-scale experiences and essentially turn any physical object into a motion controller or dynamic in-game element. As our VR customers have recently been pointing out to us daily, the potential applications are endless,” said Brian Nilles, Chief Strategy Officer, OptiTrack.

Key Features
- Scalable: Precise wide-angle cameras and support for high camera counts allow for over 10,000 square feet of HMD tracking.
- Flexible: Multiple HMDs can be tracked simultaneously, and any object can easily be made interactive within the scene. Support for Oculus Rift is built-in, with Samsung GearVR compatibility coming soon. OptiTrack’s open framework enables easy support for new devices.
- Accurate: Positional accuracy of +/- 0.10 mm and yaw drift correction in Unreal enables artifact- and distraction-free VR experiences with imperceptible latency.
- Real-Time HMD Integration into Game Engines: In addition to OptiTrack’s existing pipelines through trackd, VRPN and Autodesk MotionBuilder®, a new plug-in provides real-time tracking of HMDs, rigid bodies and full-body animation. Skeletal data from the OptiTrack system is retargeted in IKinema and piped into the Unreal Engine. A similar integration for Unity® with retargeting in Mecanim is coming soon.

Notable VR, Robotics, Biomechanics, and Animation customers include:
VR customers:
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The Void
VRstudios
Ford Motor Company
Atomic VR
USC’s 5D Lab
Framestore
Mechdyne
Robotics and Drones:
ETH
Intel
EPFL
NIST
Aldebaran Sensefly
Lily
MIT
CMU
ARS Electronica
Biomech and sports customers:
The Ohio State University
Nike
The Mayo Clinic
Toronto Rehab
Cobra Golf
DX Sports Labs
The Performance Lab
Harvard Medical School
Under Armour
Stanford University
Duke University
Entertainment customers include:
Activision
343 Industries
Cloud Imperium
Capcom
Disney
TV Globo
NetherRealm
WB Games
Ubisoft
Rockstar Games
Suckerpunch
Crytek
Remedy Games
The Third Floor
DICE
Eidos
The Moving Picture Company
Animatrik Film Design
About OptiTrack
OptiTrack is the worldwide leader in 3D tracking systems through its 3D precision, low latency output, easy to use workflows, as well as a host of developer tools. Serving primary markets in drone and ground robot tracking, movement sciences, virtual production and character animation for film and games as well as virtual reality or mixed reality tracking, it remains the most widely used tracking solution on earth and is the favorite of world leading academia research and professional teams whose requirements are the most demanding in the world.
https://www.optitrack.com