

The DeepMotion Avatar 3PT system will use the position and rotation of these 3 devices as tracking points for the character’s head and hands to reference. Typical IK solutions use geometry to snap limbs into certain positions, while we will use physics and ID to fluidly move the Avatar’s limbs. VR rigs like the Vive or Oculus Rift with Touch Controllers have 3 tracked objects that the user controls for virtual interaction the head mounted display and the two controllers are 3 easy points for us to use for 3PT. In this case the controlled object is the player character, and in general this is highly useful for full body motion reconstruction in virtual reality.

Three point tracking (3PT from now on), is controlling a character or avatar in real-time using 3 controller points.

DeepMotion Avatar offers unprecedented full body locomotion for VR Avatars using 1–6 points of tracking. And some developers take on the arduous task of implementing a full-body IK solution (typically using Final IK or IKinema), usually with blended animations to address strange limb rotations in areas like the elbow, as well as basic lower body movements. Larger companies focused on social experiences, like Facebook Spaces or the Oculus Avatar SDK, go a step further with upper-body representation. Simple solutions for user representation include floating hands or floating representations of hand controllers. Rather than looking at the far stretches of their new universe, users seem to have an innate concern with their own physicality. Anyone who has helped run a VR experience will note that one of the first things many people do when entering VR is to look down towards their feet. A cornerstone issue standing in the way of presence is embodiment.

Virtual Reality is still in its infancy, with major challenges standing in the way of mass adoption, as well as what many consider the medium’s ultimate value proposition: to give users a sense of “ presence”, the feeling of being fully transposed and immersed in an interactive, virtual world.
