Tag Archive | laser

Examining the Valve/HTC Vive Ecosystem: Basic Lighthouse Operation

Introduction

If you’re reading this article, you’re probably already aware of the Valve/HTC partnership where HTC will manufacture the Vive, a virtual reality head mounted display, powered by Valve’s SteamVR platform.

As part of the reveal, one new piece of technology was introduced to the public: the Lighthouse. This is a brand-new-to-VR technology which will be used as part of a system to track the position and orientation of a user’s head mounted display and controllers throughout an entire room.

With Lighthouse, instead of using VR in a chair or standing in place, its room-scale VR feature allows you to use the space of an entire room as a stage to physically walk around in a virtual environment.

Valve Lighthouse

Image Source: Valve Lighthouse Slide from “Advanced VR Rendering” at GDC 2015

Disclaimer

This article is based on publicly available information. Be aware that we are trying to explain a system that is unreleased, subject to change, and has very little publicly available information. Some elements of this article may prove inaccurate at a later date.

With any complex system, there are many rules, details, and exceptions to explore. This first article is just going to cover the tech basics (but will still be plenty meaty for many). We’ll consider more detailed issues in later articles.

A Basic Operational Review

The purpose of this first article is to clear up some of the common misconceptions concerning the Lighthouse technology. It will also serve as a starting place for additional articles on Lighthouse and on the various aspects of the HTC/Valve partnership.

By understanding how this one component works, we can understand much more about what HTC and Vive are trying to deliver to consumers. They’re not just cranking out randomly incremental or independent technological solutions here; Valve is running a very deep and highly integrated game plan.

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