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The making of Google earth VR

Published: 30 July 2017 Publication History

Abstract

One of the great promises of virtual reality is that it can allow people to visit places in the world that they might otherwise be unable to. Since the recent renaissance of virtual reality, content creators have exercised various techniques such as 360-degree cameras and photogrammetry to make this promise come true.
At Google, we spent more than 10 years capturing every part of the world as part of the Google Earth project. The result is a rich 3D mesh that contains trillions of triangles [Kontkanen and Parker 2014] and as such is predestined to be a good data source for VR content. In [Kaeser and Buehlmann 2016] we discussed some of our early experiments with bringing Google Earth to virtual reality, but without a focus on developing a product. Following these experiments, we worked extensively to create a well-rounded product, Google Earth VR, which we eventually launched to the world in November 2016. Google Earth VR quickly became one of the most actively used VR applications in the market and has won several awards since.
This talk discusses the journey of the Google Earth VR project from its early prototypes to its final launched stage.

Supplementary Material

Part 2 of 4 (talks-0374-glazier.mp4)
Part 1 of 4 (talks-0374-kaeser.mp4)
Part 3 of 4 (talks-0374-karlsson.mp4)
Part 4 of 4 (talks-0374-qa.mp4)

References

[1]
Dominik Kaeser and Matthias Buehlmann. 2016. Bringing Google Earth to Virtual Reality. In ACM SIGGRAPH 2016 Talks. ACM, 44.
[2]
Janne Kontkanen and Evan Parker. 2014. Earth in Google Maps: rendering trillions of triangles in JavaScript. In ACM SIGGRAPH 2014 Talks. ACM, 44.

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Information

Published In

cover image ACM Conferences
SIGGRAPH '17: ACM SIGGRAPH 2017 Talks
July 2017
158 pages
ISBN:9781450350082
DOI:10.1145/3084363
Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 July 2017

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Author Tags

  1. geospatial visualization
  2. real-time rendering
  3. virtual reality

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  • Invited-talk

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SIGGRAPH '17
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Cited By

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  • (2023)VR Traffic Dataset on Broad Range of End-User ActivitiesData10.3390/data80801328:8(132)Online publication date: 17-Aug-2023
  • (2023)Virtual MultiView Panels for Distant Object Interaction and Navigation in Virtual RealityProceedings of the 25th Symposium on Virtual and Augmented Reality10.1145/3625008.3625023(88-95)Online publication date: 6-Nov-2023
  • (2023)CrowbarLimbs: A Fatigue-Reducing Virtual Reality Text Entry MetaphorIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324706029:5(2806-2815)Online publication date: 1-May-2023
  • (2023)Evaluating the Effects of Virtual Reality Environment Learning on Subsequent Robot Teleoperation in an Unfamiliar BuildingIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324705229:5(2220-2229)Online publication date: 1-May-2023
  • (2023)Virtual GlobeEncyclopedia of Mathematical Geosciences10.1007/978-3-030-85040-1_346(1619-1623)Online publication date: 14-Jul-2023
  • (2022)The Effect of Exploration Mode and Frame of Reference in Immersive AnalyticsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306066628:9(3252-3264)Online publication date: 1-Sep-2022
  • (2022)A method for evaluating the learning concentration in head-mounted virtual reality interactionVirtual Reality10.1007/s10055-022-00689-527:2(863-885)Online publication date: 27-Sep-2022
  • (2022)A review of cybersickness in head-mounted displays: raising attention to individual susceptibilityVirtual Reality10.1007/s10055-022-00638-226:4(1409-1441)Online publication date: 10-Mar-2022
  • (2021)A Design Space Exploration of Worlds in MiniatureProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445098(1-15)Online publication date: 6-May-2021
  • (2021)Comparing and Combining Virtual Hand and Virtual Ray Pointer Interactions for Data Manipulation in Immersive AnalyticsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2021.306775927:5(2513-2523)Online publication date: May-2021
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