146 lines
5.0 KiB
Markdown
146 lines
5.0 KiB
Markdown
---
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id: wiki-2026-0508-가상현실-vr
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title: 가상현실(VR)
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [VR, Virtual Reality, 가상현실]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [vr, xr, immersive, hardware, graphics]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: C++
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framework: OpenXR / Unity XR / Unreal XR
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---
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# 가상현실(VR)
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## 매 한 줄
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> **"매 VR 의 head-mounted display + 6DoF tracking 의 immersive 3D world."**. 매 1968 Sutherland 의 Sword of Damocles 의 origin, 매 2026 의 Apple Vision Pro 2 / Quest 4 / Valve Deckard 의 mainstream 진입, 매 spatial computing 의 paradigm shift.
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## 매 핵심
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### 매 hardware stack
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- HMD: dual-display (매 eye 마다 4K micro-OLED 의 2026 표준).
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- Tracking: inside-out SLAM (매 cameras + IMU) 또는 outside-in lighthouse.
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- Controllers: 6DoF + finger tracking + haptics.
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- Eye tracking + foveated rendering: 매 GPU cost 의 50-70% 감소.
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### 매 software stack
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- OpenXR: 매 Khronos cross-vendor standard.
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- Unity XR / Unreal XR / Godot XR: engine layer.
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- WebXR: browser-based VR.
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- visionOS / Horizon OS / SteamVR: platform layer.
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### 매 응용
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1. Gaming (Half-Life Alyx, Beat Saber).
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2. Training simulation (surgery, aviation, military).
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3. Virtual collaboration (Horizon Workrooms, Spatial).
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4. Therapy (PTSD exposure, phobia treatment).
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## 💻 패턴
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### Pattern 1 — OpenXR session bootstrap (C++)
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```cpp
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XrInstance instance;
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XrInstanceCreateInfo ci{XR_TYPE_INSTANCE_CREATE_INFO};
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strcpy(ci.applicationInfo.applicationName, "MyVRApp");
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ci.applicationInfo.apiVersion = XR_CURRENT_API_VERSION;
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xrCreateInstance(&ci, &instance);
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XrSystemId sysId;
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XrSystemGetInfo sgi{XR_TYPE_SYSTEM_GET_INFO};
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sgi.formFactor = XR_FORM_FACTOR_HEAD_MOUNTED_DISPLAY;
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xrGetSystem(instance, &sgi, &sysId);
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```
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### Pattern 2 — Unity XR Interaction (C#)
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```csharp
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using UnityEngine.XR.Interaction.Toolkit;
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public class GrabHandler : MonoBehaviour {
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void OnEnable() {
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var grab = GetComponent<XRGrabInteractable>();
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grab.selectEntered.AddListener(OnGrab);
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}
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void OnGrab(SelectEnterEventArgs args) {
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Debug.Log($"Grabbed by {args.interactorObject}");
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}
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}
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```
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### Pattern 3 — foveated rendering hint (Unreal)
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```cpp
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// VRS (Variable Rate Shading) tied to eye gaze
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FEyeTrackerGazeData gaze;
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UEyeTrackerFunctionLibrary::GetGazeData(gaze);
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FoveationRenderer->SetFoveationCenter(gaze.GazeOrigin, gaze.GazeDirection);
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FoveationRenderer->SetFoveationLevel(EFoveationLevel::High);
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```
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### Pattern 4 — locomotion (teleport, smooth, room-scale)
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```csharp
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// Teleport: discrete jump (low motion sickness).
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// Smooth: continuous joystick (immersion ↑, sickness ↑).
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// Room-scale: physical walking within play area.
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locomotionProvider.MoveType = comfortSetting == HIGH ? Teleport : Smooth;
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```
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### Pattern 5 — async reprojection (90Hz lock)
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```cpp
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// Compositor re-warps last frame using latest head pose
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// when app misses frame budget. Critical for sub-20ms motion-to-photon.
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xrEndFrame(session, &endInfo); // compositor handles reprojection
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```
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### Pattern 6 — WebXR session
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```javascript
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const session = await navigator.xr.requestSession('immersive-vr', {
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requiredFeatures: ['local-floor', 'hand-tracking']
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});
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const refSpace = await session.requestReferenceSpace('local-floor');
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session.requestAnimationFrame(onXRFrame);
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 cross-platform deploy | OpenXR + Unity XR |
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| 매 web reach | WebXR |
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| 매 Apple ecosystem only | visionOS native (Swift + RealityKit) |
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| 매 maximum fidelity (PCVR) | Unreal + Vulkan |
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| 매 mobile standalone | Quest native (Android NDK) |
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**기본값**: 매 Unity XR + OpenXR 의 cross-vendor.
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## 🔗 Graph
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- 부모: [[Computer-Graphics]] · [[Human-Computer-Interaction]]
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- 변형: [[증강현실(AR)]] · [[Mixed-Reality]] · [[Spatial-Computing]]
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- 응용: [[VR-Gaming]] · [[Training-Simulation]]
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- Adjacent: [[깊이_지각(Depth_perception)]] · [[Stereoscopic-Rendering]] · [[Motion-Sickness]]
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## 🤖 LLM 활용
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**언제**: 매 immersive simulation 의 design 시, 매 OpenXR API 의 boilerplate 생성, 매 locomotion 의 comfort tradeoff 분석.
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**언제 X**: 매 hardware-specific tuning (매 HMD 마다 의 IPD calibration), 매 user 의 actual motion sickness 의 real-world test.
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## ❌ 안티패턴
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- **Frame drops**: 매 90Hz 미달 → motion sickness 직결. 매 budget 의 11ms hard cap.
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- **Smooth locomotion default**: 매 first-time user 의 nausea 의 cause. Teleport default.
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- **Camera jerks**: 매 cinematic cuts 의 cinema convention 의 VR 적용 금지.
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- **Tiny UI**: 매 angular size <2° 의 unreadable. 매 dpi 의 web 의 mental model 금지.
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## 🧪 검증 / 중복
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- Verified (Khronos OpenXR spec, Apple visionOS docs, Meta Developer docs).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — VR hardware/software stack + OpenXR/Unity/Unreal patterns |
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