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Meta previews wild new VR headsets with 4K eyes, 180-degree FoV and near-real visuals
Meta previews wild new VR headsets with 4K eyes, 180-degree FoV and near-real visuals

India Today

timea day ago

  • Entertainment
  • India Today

Meta previews wild new VR headsets with 4K eyes, 180-degree FoV and near-real visuals

Meta has given the world a closer look at some of its most ambitious VR headset projects yet. At the SIGGRAPH 2025 conference, Meta pulled back the curtain on several experimental devices, each claimed and designed to push virtual reality closer to the point where it feels indistinguishable from real life. The highlight was Tiramisu, a prototype featuring an ultra-sharp display with 90 pixels per degree and brightness levels up to 14 times greater than the Meta Quest 3. advertisementAccording to Meta, the visuals are so convincing that the headset comes close to passing the so-called 'visual Turing test,' where the human brain struggles to tell VR apart from reality. Alongside Tiramisu, Meta also showcased a lightweight, glasses-style headset codenamed Puffin and two wide field-of-view prototypes nicknamed Boba, all offering very different visions of VR's Puffin headset takes a very different approach to design. Weighing under 110 grams, it is far lighter than typical VR headsets and swaps traditional controllers for gaze and pinch controls, similar to the Apple Vision Pro. Instead of packing all the processing power into the headset itself, Puffin uses a separate battery and compute puck that can be clipped to a belt or slipped into a pocket. This helps keep weight and heat off the user's head, making it more comfortable for extended sessions. Inside, it features eye-tracking technology, high-resolution passthrough cameras and micro-OLED displays. Meta is positioning Puffin as a headset for non-gaming uses, with a focus on productivity, communication and augmented reality experiences. It will run on the company's new Navigator-style Horizon OS. Meanwhile, the Boba 3 and Boba 3 VR prototypes are all about immersion through an expanded field of view. Both deliver 4K-by-4K resolution per eye and stretch visuals across a staggering 180 degrees horizontally and 120 degrees vertically. This makes them ideal for experiences where peripheral vision is crucial, such as simulation training or cinematic VR. While these devices are still early-stage prototypes, Meta has built them using current-generation lens technology, suggesting they could be more than just futuristic now, Meta's main VR headset on the market is the Quest 3, which has been well-received for its balance of performance, mixed reality features and price. The company is also experimenting beyond VR, with its Ray-Ban Meta smart glasses gaining new AI-powered abilities such as real-time translation, object recognition and hands-free video capture.- Ends

Meta's research prototypes highlight mixed reality headset future: Details
Meta's research prototypes highlight mixed reality headset future: Details

Business Standard

timea day ago

  • Entertainment
  • Business Standard

Meta's research prototypes highlight mixed reality headset future: Details

Meta will showcase three virtual and mixed reality headset prototypes at the SIGGRAPH 2025 conference in Vancouver, Canada on August 11. The devices, named Tiramisu, Boba 3, and Boba 3 VR, are described as 'purely research prototypes' featuring experimental technologies that may never enter consumer production. The company said these designs focus on advancing display quality, field of view (FOV), and realism in immersive environments. The three headsets explore two distinct approaches to improving immersion. Tiramisu targets image fidelity and brightness, while Boba 3 and Boba 3 VR aim to expand peripheral vision. Each model prioritises different trade-offs in size, weight, and GPU demands. Tiramisu: Pushing VR clarity Meta said that the Tiramisu is designed for near-photorealistic VR visuals through high dynamic range, denser pixels, and advanced optics to minimise visual artefacts such as the screen-door effect. Key specifications: Angular resolution: 90 pixels per degree (PPD) — about 3.6 times the PPD of Quest 3. (PPD is a measure of image detail relative to visual angle). Contrast: Roughly 3 times that of the Quest 3. Peak brightness: Up to 1,400 nits — about 14 times Quest 3. Field of view: 33 degrees × 33 degrees (narrow). Optics and displays: Dual high-resolution microOLED panels and custom glass lenses. Trade-offs: Bulkier and heavier than consumer headsets; limited FOV; high rendering cost offset in part by NVIDIA DLSS 3. Boba 3 and Boba 3 VR: Wider perspective Boba 3 is a mixed reality prototype with high-resolution passthrough video and an ultrawide FOV for enhanced peripheral vision, blending physical and digital worlds more seamlessly. Boba 3 VR removes passthrough components, focusing solely on VR immersion while retaining optical upgrades, potentially lowering power demands and weight. Key specifications (both models): Horizontal FOV: 180 degrees Vertical FOV: 120 degrees Per-eye resolution: 4K x 4K (up from 3K x 3K in Boba 2 and 2K x 1K in Boba 1) Optical approach: mass-production displays with high-curvature reflective polarisers and pancake lenses. Weight: Boba 3 prototype around 840 g; Boba 3 VR variant around 660 g (Quest 3 w/ Elite strap around 698 g). Passthrough: Boba 3 includes high-resolution passthrough sensors for mixed reality. Boba 3 VR removes passthrough components and focuses on native VR. Differences between Boba 3 and Boba 3 VR Boba 3: Mixed reality with passthrough sensors, heavier due to additional hardware. Boba 3 VR: VR-only, streamlined hardware, reduced weight, and lower power consumption.

Meta says these wild headset prototypes could be the future of VR
Meta says these wild headset prototypes could be the future of VR

Engadget

time2 days ago

  • Entertainment
  • Engadget

Meta says these wild headset prototypes could be the future of VR

Meta previewed some of its latest virtual reality prototypes this week, with concepts that are compelling on the specs and long on the design. Literally. The company shared some details on its Tiramisu project, dubbing it "hyperrealistic VR." This set promises three times the contrast, 14 times the maximum brightness and 3.6 times the angular resolution of the Meta Quest 3. In actual stats, that's up to 1,400 nits of brightness and an angular resolution of 90 pixels per degree. One of the goals for Reality Labs Research's Optics, Photonics and Light Systems (OPALS) team is to create a virtual reality experience that is indistinguishable from the real world, or what it calls a visual Turing test. "Our mission for this project was to provide the best image quality possible," said Xuan Wang, an optical research scientist with OPALS. But the team achieved that quality with some tradeoffs; Tiramisu has a limited field of view of just 33 degrees by 33 degrees compared to the 110 degrees horizontal and 96 degrees vertical FOV in the Meta Quest 3. And the form factor is currently a pretty bulky beast, as you can see above. Meta researcher wearing the Boba 3 headset (Meta) The other prototypes detailed in the company's blog post are Boba 3 headsets. These mixed and virtual reality headsets offer an ultrawide field of view. All three projects will be on display during the SIGGRAPH 2025 conference in Vancouver next week.

Bridging Innovation: The Role of ACM and SIGGRAPH in Advancing Computer Graphics
Bridging Innovation: The Role of ACM and SIGGRAPH in Advancing Computer Graphics

Malaysian Reserve

time21-07-2025

  • Entertainment
  • Malaysian Reserve

Bridging Innovation: The Role of ACM and SIGGRAPH in Advancing Computer Graphics

ACM President Yannis Ioannidis and SIGGRAPH 2025 Conference Chair Ginger Alford Reflect on the Evolving Partnership Driving AI-Powered Breakthroughs in Graphics and Interactive Technology. NEW YORK and CHICAGO, July 21, 2025 /PRNewswire/ — ACM, the Association for Computing Machinery, and its Special Interest Group on Computer Graphics and Interactive Techniques (ACM SIGGRAPH), have announced a blockbuster program for their annual SIGGRAPH conference. Inaugurated in 1974, SIGGRAPH has become the world's premier gathering to showcase the latest innovations in computer graphics. This year's event will take place from Sunday, August 10, to Thursday, August 14, 2025, in Vancouver, B.C. The range of offerings at SIGGRAPH 2025 will include a robust lineup of technical papers, hands-on installations, art programs, and career development opportunities. AI and machine learning will take center stage with a particular emphasis on the ethics of automation, the future of digital identity, and the role of creativity in shaping technological progress. SIGGRAPH stands apart as the world's leading annual interdisciplinary educational experience—an international forum where technology, science, and the arts converge to spark transformative breakthroughs. As a special interest group within ACM, the conference brings together researchers, developers, artists, and creators from across computer science, engineering, design, psychology, and digital media. This diversity of expertise fuels new ideas, fresh perspectives, and unique collaborations that few other conferences can replicate at such scale and depth. 'SIGGRAPH has grown to become one of our most successful conferences, and we are pleased to have been able to help guide its growth,' said ACM President Yannis Ioannidis. 'Central to ACM's mission is building vibrant technical communities within the broader field of computing. We also foster interaction between computer graphics professionals in many other ways during the year. One example is our regular publication of ACM Transactions on Computer Graphics (TOG), the foremost peer-reviewed journal in the field. And of course, we've highlighted the outstanding contributions of graphics pioneers such as Donald Sutherland, Edwin Catmull, and Pat Hanrahan by recognizing them with the ACM A.M. Turing Award, often called 'The Nobel Prize in Computing'.' SIGGRAPH consistently attracts the brightest minds in computing. Professors, graduate students, and research teams from universities present work knowing they'll reach not just a scholarly audience but also industry leaders, entrepreneurs, and technologists who can help bring their ideas to life. SIGGRAPH becomes a launchpad for collaboration, turning research into applied innovation. 'SIGGRAPH brings together a constellation of perspectives that few other conferences can match,' Ioannidis added. 'That diversity of thought is essential when exploring powerful new tools like generative AI, which demand careful consideration of ethical, creative, and technical implications.' As the fields of generative AI, real-time rendering, and intelligent systems evolve, SIGGRAPH remains a dynamic platform for both academic breakthroughs and industry applications. From AI-assisted animation and simulation to neural rendering and procedural world-building, the conference offers a rare space where researchers, practitioners, artists, and students come together to define what's next. 'The SIGGRAPH community thrives at the intersection of disciplines,' said Ginger Alford, SIGGRAPH 2025 Conference Chair. 'Our partnership with ACM gives us the infrastructure, credibility, and reach to support global collaboration and ensure our work connects across academics, industry, and art. As we look to 2025, we're not just showcasing technologies, we're shaping the future of human-computer creativity.' From Research to Real-World Impact SIGGRAPH has long been a launchpad for technologies that quickly move from the lab to real-world deployment. Each year, breakthrough research presented at the conference is adopted across fields such as entertainment, gaming, architecture, simulation, and AI—often within months of its debut. This tradition of impact is deeply rooted in SIGGRAPH's history. Technologies such as Pixar's OpenSubdiv (first introduced at SIGGRAPH) have become essential tools in blockbuster filmmaking, AAA game development, and architectural visualization, reinforcing the conference's role in setting the standard for digital content creation. At SIGGRAPH 2024, for example, global agency WPP demonstrated its AI-enabled content workflows used by brands like Coca-Cola, while Meta unveiled its SAM 2 image segmentation model which is already reshaping real-time video editing and visual content production. These innovations, presented as a part of SIGGRAPH's technical programs, reflect how quickly ideas introduced at the conference can scale to influence industries around the world. But SIGGRAPH's influence extends beyond established industries. Through its Exhibition and Experience Hall, technical workshops, panels, talks, and networking events, the conference provides a clear path to bring emerging ideas to market. Whether fostering global research, incubating startups, or accelerating adoption of AI-driven creative tools, SIGGRAPH, under ACM's leadership, remains the world's most important meeting point for those shaping the future of digital technology. 'SIGGRAPH is where prototypes prepare to launch as products,' Alford noted. 'It's a place where startups find investors, students find mentors, and ideas leap from academic papers into real-world deployment. The future of computer graphics will not be built in silos. We're building a collaborative vision that invites creators, engineers, researchers, storytellers, and students to work side by side. From its inception, SIGGRAPH has been a laboratory for the future. Through its partnership with ACM, it continues to serve as a model for how academic rigor, industrial ingenuity, and creative exploration can come together to shape the next era of innovation.' To learn more about SIGGRAPH 2025 and how ACM and SIGGRAPH are accelerating the future of computing, visit About ACMACM, the Association for Computing Machinery, is the world's largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field's challenges. ACM strengthens the computing profession's collective voice through strong leadership, promotion of the highest standards, and recognition of technical excellence. ACM supports the professional growth of its members by providing opportunities for life-long learning, career development, and professional networking. About ACM, ACM SIGGRAPH, and SIGGRAPH 2025ACM, the Association for Computing Machinery, is the world's largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field's challenges. SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world's leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2025, the 52nd annual conference hosted by ACM SIGGRAPH, will take place live 10–14 August at the Vancouver Convention Centre, along with a Virtual Access option.

Art and Technology Converge Through Nature, Immersion, and Speculation at SIGGRAPH 2025
Art and Technology Converge Through Nature, Immersion, and Speculation at SIGGRAPH 2025

Yahoo

time23-06-2025

  • Entertainment
  • Yahoo

Art and Technology Converge Through Nature, Immersion, and Speculation at SIGGRAPH 2025

The 52nd annual conference highlights the fusion of art, nature, and technology through immersive works and critical digital media research in its Art Gallery and Art Papers programs. VANCOUVER, BC, June 23, 2025 /PRNewswire/ -- SIGGRAPH 2025 will once again affirm its role as a global stage for artistic innovation and research with its Art Gallery and Art Papers programs at the 52nd annual conference. From Sunday, 10 August to Thursday, 14 August 2025, these two core programs will offer a compelling, multifaceted exploration of how emerging technologies — ranging from AI and VR to data-driven design — are reshaping our understanding of nature, identity, and reality itself. At this year's Art Gallery, curated under the theme "Connecting Nature, Art, and Technology", attendees will encounter a selection of 12 juried works that blur the lines between organic systems and digital expression. From fungal communication simulations to cross-continental audiovisual exchanges, the exhibition reflects a new era of ecological awareness, immersive interactivity, and interdisciplinary collaboration. "The SIGGRAPH Art Gallery has always been a nexus of creative experimentation," said Francesca Franco, SIGGRAPH 2025 Art Gallery Chair. "This year, we celebrate artists who are not only harnessing technology to create stunning sensory experiences, but also using it as a tool for reflection — on the environment, our humanity, and the systems that connect us." Highlighted works include: "Quantum Tango: Vancouver, London, Milan" by Ernest Edmonds, a real-time interactive artwork connecting audiences in Vancouver, London, and Milan through abstract visuals and motion-responsive imagery transforming distant viewers into co-creators in a shared digital space. "How to Find the Soul of a Sailor" by Kasia Molga, an AI-generated narrative inspired by her late father's maritime journals, exploring themes of digital afterlife and speculative ocean futures. "AI in The Sky" by Laura Cinti, a poetic search for a lost female plant using drone surveillance and artificial intelligence to question extinction, cloning, and environmental data-gathering. Interactive and immersive by design, the Art Gallery draws on themes of biomimicry, sustainability, and sensory storytelling. Works like "We Are Entanglement" by Haru Hyunkyung Ji and Graham Wakefield simulate fungal networks in which human visitors become embedded, reminding participants of their place in broader ecological systems. "Audience participation is absolutely essential to many of the works in this year's Art Gallery," explained Franco. "We're showcasing immersive interactive installations that not only respond to visitors in the gallery, but also engage with audiences in remote locations, such as London and Milan. This kind of network interactivity will create a global conversation that extends beyond the walls of the exhibition. We hope to foster a deeper connection between individuals and the natural world, both physically and emotionally." In tandem, the Art Papers program will focus on "The Future of Reality: Post-Truths, Digital Twins, and Doppelgängers", building upon a recent Digital Arts Community online exhibition of the same name. Seventeen juried papers will be showcased, investigating how artificial intelligence, virtual embodiment, and cross-modal creativity are reshaping the digital arts landscape. "The Art Papers program provides a space where media artists, critics, and theorists engage in meaningful dialogue with technologists," said Victoria Szabo, SIGGRAPH 2025 Art Papers Chair. "It's a forum for exploring how new technologies are used creatively, while also considering their social, critical, and aesthetic implications. Ultimately, it's a site of intersection and discovery — one that we hope inspires not only artists, but also technologists to imagine new possibilities for innovation." Among the standout works: "Algorithmic Miner: Humanity in Service — An AI-Driven VR Journey Into Machine Logic" by Jia Sun, Zheng Wei, and Pan Hui, a VR installation that immerses users in the invisible labor of AI data annotation, prompting urgent questions around ethics, exploitation, and automation. "PoeSpin: A Human-AI Dance to Poetry System for Movement-Based Verse Generation" by Yihua Li, Hongyue Chen, Yiqing Li, and Yetong Xin, which translates pole dance motion into poetry via AI, fostering new forms of cross-modal collaboration and interrogating assumptions about both performance and machine creativity. "wave2weave: A Procedural Weave Data Generation" by Tatuki Hayama and Kotaro Uchibe, which merges algorithmic processes with traditional textile craft to create complex, shaded Jacquard weavings bridging heritage and computation. Collectively, the Art Gallery and Art Papers programs offer a multi-sensory, interdisciplinary platform where speculative design meets cultural critique — bridging aesthetics and ethics, craft and computation. The synergy between the two programs is deliberate. Artist talks and paper presentations will be scheduled in tandem, fostering opportunities for audiences to engage across modes of practice and inquiry. "We see this as two sides of the same coin," added Franco. "While the gallery leans into sensory and spatial experiences, the papers provide critical and theoretical depth together offering a full-spectrum view of where art and technology are headed." The ACM SIGGRAPH Blog and SIGGRAPH Spotlight Podcast, including interviews with Franco, highlight additional details of the Art Gallery and Art Papers programs. Find more information about SIGGRAPH 2025, including registration options, at About ACM, ACM SIGGRAPH, and SIGGRAPH 2025The Association for Computing Machinery (ACM) is the world's largest educational and scientific computing society, uniting educators, researchers, and professionals to inspire dialogue, share resources, and address the field's challenges. SIGGRAPH is a special interest group within ACM that serves as an interdisciplinary community for members in research, technology, and applications in computer graphics and interactive techniques. The SIGGRAPH conference is the world's leading annual interdisciplinary educational experience showcasing the latest in computer graphics and interactive techniques. SIGGRAPH 2025, the 52nd annual conference hosted by ACM SIGGRAPH, will take place live 10–14 August at the Vancouver Convention Centre, along with a Virtual Access option. View original content to download multimedia: SOURCE SIGGRAPH 2025 Error in retrieving data Sign in to access your portfolio Error in retrieving data Error in retrieving data Error in retrieving data Error in retrieving data

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