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The definitive event for innovators in VR/AR
Virtual and Augmented Reality have captured the imaginations of millions around the world. If you are passionate about creating games, films, ads, art, journalism and more with these cutting-edge technologies, then join us at the Vision 2017 Virtual and Augmented Reality Summit.
The Vision VR/AR Summit is an event for artists, engineers, programmers, designers, musicians, directors, producers, hardware manufacturers and researchers. The content and networking are focused on furthering the knowledge base of anyone developing virtual and/or augmented reality content in Unity.
The 2016 Vision Summit was a solid-success. This year's conference promises to deliver even more creative, technical and business insights from some of the best minds in VR/AR. Don't miss out! Get your ticket soon, and keep up with the latest Vision Summit developments by subscribing to our newsletter.
Vision Summit 2017 Opening Keynote
Located in the Dolby Ballroom on the 5th level.
Social Impact and VR
Nonny De La Peña - Emblematic Group
Grab a snack on the Loews Hotel Dolby Patio.
Where's My Business Model? How award-winning content can make money without selling its soul
VR is a dream come true for artists and content creators but the model for recouping the investment is not yet defined. Learn how Oscar-nominated VR projects can drive advertising without selling out.
Big AR Talk: Three Innovators Discuss Unlocking AR's Potential
CastAR, Avegant, and Bent Image Labs all have different approaches to powering the AR ecosystem. Come hear more about their perspectives on unleashing AR developer creativity, the future of AR, and what makes their different approaches so special. Moderated by Jay Wright, CEO of Vuforia.
Creating the Audi VR experience
Audi and strategic visualisation partners ZeroLight discuss the creation of a pioneering commercial VR experience. Topics include the market opportunity and optimisation of GPU resources to deliver a beautiful and truly compelling experience for Audi customers worldwide.
Red Bull Air Race MR: How to Deploy Unity VR skills for HoloLens Development
REWIND's CEO Sol Rogers will explain how the team managed to forge a world-first immersive experience for the Red Bull Air Race using the new design principles of Mixed Reality and working with the HoloLens. Sol will discuss the unique properties of Unity which facilitated the swift development of the MR experience.
Sol Rogers - REWIND
New from Daydream: Optimizations for humans and programs
The Daydream team at Google strives to help VR and AR developers work more efficiently, while making the apps they create more performant. In this session, weêll introduce new developer tools to reduce iteration time, share samples and plugins that make it easier to build VR apps, fast, and demo new rendering solutions to get the most out of Daydream-ready devices.
Dushan Leska - Google
Capitol Hill and VR: Fireside Chat with the ESA
XR in Pop Culture
Can mainstream society embrace VR when it's so often used in dystopias? Here's a look back at how VR and AR have been represented in TV, film, literature, and other media -- from the most famous works to ones you've never heard of. Come be inspired (and amused) by how accurate some early predictions were and, most importantly, how XR in pop culture may be shaping our collective perception of its potential -- whether it's Star Trek, Silicon Valley, or Ready Player One. Know your roots!
Samsung Innovations with Immersive Technologies
This talk will highlight some of the VR/AR work going on at Samsung Research and cover Samsungês role and support of WebVR.
How to Get the Most Out of Mobile VR in Unity
In this session, Roberto will talk about his experience in porting Unity applications to VR for the Gear VR and Daydream platforms. The talk will cover some of the best practices to improve the performance and quality of mobile VR applications: MSAA, ASTC texture compression and highly-optimized rendering techniques based on local cubemaps. The latest Unity release (5.6) can build Android applications with support from the ARM Mali Graphics Debugger to allow developers to optimize their mobile games. The new highly simplified workflow to trace OpenGL and Vulkan applications with MGD will also be presented. Lastly, Roberto will discuss the most relevant benefits expected from Vulkan in VR.
Roberto Lopez Mendez - ARM
Take Advantage of Immersive Presence in Mobile VR
In order for virtual reality to become ubiquitous, it must deliver on the promise of simulating physical presence in real or imagined worlds on a mobile VR platform. In this session you will learn how the combination of Leap Motion's cutting-edge hand tracking technology designed to render precise movement of users' hands and fingers and Qualcomm Technologies' positional tracking can help developers offer immersive presence in the virtual world and transform that world with one's bare hands.
Massive Mixed Reality - Leveraging large 3D models with mobile XR
Many companies have existing 3D assets and want to leverage those CAD/CAM, editorial and other 3D models also in interactive immersive scenarios. But rendering those complex models in real-time poses an interesting challenge with mobile VR/AR/MR development and devices like HoloLens which have limited computing power. How can those insanely large polygonal models be optimized to fit into the rendering budget of a mobile device? In this session Rene Schulte will answer that question and provides best practices. He and his team is working with the HoloLens since 2015 with many clients that faced similar challenges. Rene distilled 3 key approaches and will demonstrate them also with Mixed Reality live demos on-stage.
Rene Schulte - Valorem
Making Magic Across Both the Virtual and Real World at PlayStation
PlayStation’s Magic Lab is a research group that looks to the future and explores a variety of innovative entertainment experiences through technology, including VR. We choose Unity for many of our prototypes, often using it in novel ways. For instance, support for PlayStation VR in Unity was born in Magic Lab so that we could explore different experiences and interactions in virtual worlds; from standing on the surface of Mars, to controlling a virtual humanoid robot on the International Space Station, to navigation techniques, and most recently to exploration of believable virtual characters. As we continue to expand our scope, we’re looking to ways to bridge the gap between the virtual and real worlds. In some cases we move completely to the real world, with AI on a PlayStation flying drones to bring a real, physical side to play.
Steven Osman - Sony
Improving Your Applications with VRWorks and Ansel
Present VRWorks and Ansel integration into Unity. VRWorks Graphics brings a new level of visual fidelity, performance, and responsiveness to virtual reality through the following features: Multi Resolution Shading, Lens Matched Shading, Single Pass Stereo rendering and VR SLI. Attendees will learn how VRWorks features work and how they can utilize them in their Unity projects. In addition, they will also learn how to use Ansel - a revolutionary tool allowing users to capture screenshots like never before.
Bojan Skaljak - NVIDIA
Building Cinematic VR: Timeline and Other Techniques
Location-based VR: Creating New Entertainment
XR around the world snapshot
One hour special Press Preview in the Showcase area immediately following keynote ~11:30am - 12:30pm. Open to all at 1:00pm.
Mobile Immersive Computing: Today and Beyond
These are the early days of immersive computing, and the Daydream team at Google is excited by what’s on the horizon. In this talk, we'll share the lessons we've learned from working with hundreds of Daydream and Tango developers building VR and AR for everyone to help you create innovative, accessible experiences that will help build the future of mobile immersive computing.
Lulu LaMer - Google
Building AR Apps with the Vuforia AR Starter Kit
Learn how to get started developing AR apps with Vuforia's AR Starter Kit in the Unity Asset Store. You'll see how to create experiences on objects, environments and spaces in the real world. This session will demonstrate what's possible and how to customize the scenes in the Starter Kits with your own content and app logic.
David Beard - Vuforia
Docs and Devs: Combining Expertise to Improve Life-Saving Medical Training With VR
Experiential learning is among the best ways to practice for pediatric emergencies. However, hospitals are spending millions on expensive and inefficient mannequin-based training that does not consistently offer an authentic experience for med students and doctors, or offer convenient repeatability. Join us to hear about a groundbreaking pilot program that brought together a hospital and two unique VR and AI developer teams to deliver virtual reality training simulations for some of the most high stakes emergencies hospitals see: pediatric trauma. Learn how doctors aided in the design process to create authentic trauma room scenarios; how expert content and simulation developers crafted a VR experience that would have impact in a world where there is no room for error; and why Oculus believes in this area of VR development.
Todd Chang - Children's Hospital Los Angeles / Keck School of Medicine at the University of Southern California
Tom Dolby - AiSolve Ltd.
Shauna Heller - Clay Park VR
Rik Shorten - BioflightVR
Parisa Zaga - Oculus/Facebook
Mixed Reality: stranger things have happened
In this talk we discuss the Hololens, Mixed Reality and the spectrum of Physical and Digital Reality. The talk will also cover how to get started developing for the Hololens on the Unity game engine by going through a strange demo.
Katherine Harris - Microsoft
Sex, Violence & Propaganda: Ethical, Conundrums in VR
A provocative discussion designed to help industry professionals & enthusiasts form personal conclusions about this unregulated medium. We'll discuss content themes & ratings, to privacy & data capture, to quantitative measurements. Do creators & distributors bear a bigger moral & ethical responsibility in this, the most powerful medium ever experienced?
Gentry Lane - TDO Productions & Science
Behind the Scenes of Zero Days VR
How do you tell a story where the lead character is code? We'll guide you through our approach to volumetric filmmmaking using DepthKit, and how we leverage Unity's game-engine technology to make virtual reality documentaries.
Get Ready: The Money Is Coming Everything You Need to Prepare and Get Excited for Advertising in VR
VR is getting more eyeballs and advertisers are taking notice. Learn about the evolution of ads in new platforms and how we can avoid making the same early mistakes.
Behind the VR/AR Hype: Actionable Advice Derived from Data
Publish and Share Content on the Web with Sketchfab
This session will be a showcase of how you can easily publish, share and embed 3D and VR content on the web using Sketchfab. It will focus on bringing virtual content to a massive audience through social platforms like facebook.
Alban Denoyel - Sketchfab
XR for Kids
Film Festivals and VR: Sundance Institute and the Future of Interactive Media
Hear from one of the most beloved and iconic groups in film, The Sundance Institute, on how and why the film industry is embracing interactive entertainment -- as well as the biggest challenges and how we can help overcome them
Kamal Sinclair - Sundance Institute, New Frontier Program
So you want to get into hardware dev
This talk aims to introduce developers to the mindset and resources they'll need to start creating their own custom hardware, and how to integrate their technologies into VR and AR content. Join Peter as he shares his progression from entering the industry as a virtual reality enthusiast with no prior knowledge of electronics or programming, to inventing, creating, and now bringing a commercial product to market in less than two years.
Peter S. Hollander - Talaria VR
Vive Tracker Best Practices - how to bring real world objects into VR
Just recently introduced to the developer community, the Vive Tracker -- which enables motion tracking of objects in VR -- has already inspired a diverse range of use cases from tracking baseball bats, bringing mobile into VR, to attaching the Tracker on a camera enabling the user to take photos inside VR. As consumer VR enters its second year, developers are constantly pushing the limits of understanding for VR across in and out of home entertainment, and now they have an entirely new way to pair physical objects with the VR environment across all of SteamVR and OpenVR. This means more ways for developers to monetize their content, build unique VR experiences for third parties, and even bring hardware accessories into the VR ecosystem in retail. In this session, Vinay Narayan, Executive Director of Strategy for HTC Vive will highlight how the Vive Tracker can be used from a hardware and software perspective to improve VR experiences. The Vive Tracker enables developers to motion track objects in VR without the need for other expensive products or software.
Vinay Narayan - HTC Vive
Narrative Design for XR
Artists and the Role of Art in an XR World
Artificial Intelligence and XR
Unity beyond Games (Architecture, Engineering & Construction)
Sanjay Mistry will moderate this panel discussion about how Games Engines (Unity) is impacting AEC.
See how Unity is being used by AECindustry professionals. As a panel we will talk about how it has overcome some of the challenges of introducing Unity to the AEC workflow. Understanding the importance of Unity at a design Architecture firm for developing VR + AR experiences.
Lessons from Oculus: Overcoming VR Roadblocks
Developers have been publishing games for consumer VR devices for over a year now, and the path from concept to finished product is full of remarkable learnings. In this talk we will discuss some of the engineering and design road blocks that developers often encounter as they ramp up in VR development, as well as case studies of practical ways to overcome them. Attendees can expect insights on everything from game design to code tips to optimization strategies. Takeaway: You will learn specific differences between traditional game development and VR design and how contemporary VR developers approach some of the toughest problems.
Chris Pruett - Oculus
Multiplayer Design in VR Gaming
Beyond the Screen: Using the Real World as Your AR Canvas
VR Journalism: 360 Storytelling and the New Era of Reporting
How and why the journalism profession is embracing VR as a new method of reporting
xR Graphics in Unity: Maximizing Your Game's Potential
Graphics are an important part of the VR experience (who knew?!). The Unity xR Graphics team has been working on a performant and reliable rendering infrastructure, so developers can deliver a smooth and complete experience to their users. The Unity xR Graphics team will discuss some new rendering features and their benefits, and best practices on using these new features.
Architects and the Future of AR Design
Never before in the modern history of technology has the architect, the designer, been a more important part of technology's future. As Architects we have been curating and ideating on the development of 'place' for centuries -- this talk will cover how Gensler is leveraging AR in the converage of AI, the Internet of Things, and Cloud computing, and how we design places using game engine technology.
Alan Robles - Gensler
Sense of Self: The Effects of Size, Sound, and Sight
VR is a lens used to view brand new worlds - but this lens works both ways. This series of lightning talks focuses on using the tools of the trade and turning them inward - altering perception of a user's body and identity.
The Definitive Guide to Mixed Reality Broadcasting
The practice of Mixed Reality broadcasting, integrating real subjects into virtual worlds, has been progressing rapidly since the launch of the current generation of virtual reality technology. You’ll learn about the history and current state of the art, options for hardware and software, utility and usage for a variety of industries, and hear our projections for the future. The session will include images, videos, and a live, on-stage demo of mixed reality configuration and compositing using a green-screen.
Unity + Octane: The path to holographic cinematic rendering
Overview of how the upcoming Octane and Unity integration can drive digital light field workflow across VR, XR and beyond.
Jules Urbach - OTOY, Inc.
Experience the next evolution in games, film, science, and art at Vision’s premiere demo space. Meet the innovators pioneering the best in virtual, augmented, and mixed realities from around the world.
Life of Us
The Spiraloid Workshop
MAP Design Lab and MPC VR
Virtual Virtual Reality
The Gruffalo Spotter
The where, when and how
Stay where the action is!
Vision VR/AR Summit will take place at Loews Hollywood Hotel, in the heart of Hollywood, CA on May 1-2, 2017. Make your reservation today by calling 1-855-563-9749 OR 1-323-491-1323 and referencing “Unity Vision Summit 2017.
If you need help or have any questions, please contact us at firstname.lastname@example.org.
Winners Announced for the Vision Summit VR/AR Awards!
Download the Vision Summit mobile app
Download the Vision Summit mobile app and stay up to date on the latest schedule developments, find out who is going to be in the Expo Hall and see which experiences you'll be able to get your hands on in the Demo Showcase. Not to mention connecting with your fellow attendees!
Speaker Highlight: Bay Raitt
Want to know more about our amazing Keynote speakers? Check out our latest blog post on Bay Raitt, and learn more about this pioneer.
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