Interview with Dominic Cerisano, Creative Director, http://standard3d.com
Our "Guest Crasher" on April 1st, 2016 in our "3D in Review" was Dominic Cerisano who will be introducing gaming changing VR technology that will be bring high-frame rate, low latency desktop performance to most Android (initial release) smartphones, and for the very first time, the ability to stream-cast VR to anyone in the world. Below are some of the questions we asked him in this interview:
1. Please tell us your name, where you are from and what do you do for a living?
Dominic Cerisano, Creative Director at Standard 3D. Currently in Canada after relocating form San Francisco. Designing full stack mobile VR pipelines, from the cloud to the metal.
2. How long have you been involved in tech, programming and what attracted you to 3D visualization?
In the 80s, My first computer was an Atari 400, heavily traumatized by movies like tron and runner. Father is an Artist who taught Graphics design at local campuses
3. When did you decide you were going to make a better VR experience than either Google or Oculus/Samsung for the mobile platform?
After spending many years architecting, designing and building high performance scalable full stack systems in the large, I wanted to see if I could do the same thing for embedded systems on mobile VR. I have found the mobile VR platforms like Cardboard and Unity have scalability issues, so I wrote my own VR pipeline in OpenGL for mobile and integrated it with a cloud play.
4. Getting in up to my own neck with OpenGL, Metal and now Vulkan - to say it is hard, is an understatement. Yet you seem to thrive in graphics pipeline (not the basement of the graphics stack), why?
Again, extensive experience with performance computing and embedded systems design. The necessity to provide high frame rate 60fps VR is motivition. 60fps may become a health-code requirement for mobile VR apps. Oculus is already setting an age requirement of 13+.
5. I just happen to literally stumble upon your app, and lost two hours of my life being amazed by the immersion. This truly is the replacement for the View-master. It was like I was in the scene, and not just like being in a 360 sphere wallpapered with images or video, but truly fell like I was in the these images.
Your previous "Holodeck"app allowed you to import cubemaps. What are they and what can you do with them?
Cubemaps are 360 panoramas in cube form, rather than the more popular spherical 360 panos. Stereo cubemaps add depth to the VR scene, and are 8K quality. Stereo spheremaps have quality issues when looking away form the horizon (they lose depth). Cubemaps are consistent quality in all directions.
Vray, Otoy, and Autodesk provide photo-realistic 3D rendering software to produce 8K cubemap
6. Going back over the demo I played early on. In layman speak, how did you make it so fluid?
Magic
7. With such a perfect little app, why are you making another app to be launched very soon on Android?
Holodeck only supports on VR content type - stereo cubemaps
Pitchdeck is a full stack mobile VR cloud platform that supports over 90 VR content types and hotspot navigation. 360 VR Cubemaps and Spheremaps as stills and video in all of the popular formats. It also allows composite layering of content types.
For eg, a 360 panoramic video background overlayed by a stereo 360 VR cubemap foreground
8. Final question, well actually two. What else do you have planned? And why not some iPhone love?
The Standard3D mobile VR platform allows for much more than VR presentations, which already have great utility. By adding a scripting engine like LUA to the platform, the stack becomes a much more generic VR platform. iOS is actually our target. We are validating the our technology on Android to ensure a perfect launch on iOS. Pitchdeck has a cloud Studio that allows for creation of new VR presentations and also the production of 4K VR live streaming video. Any iOS device can be used as a client using any video player or streamer at this time.