Google wants to Jedi-mind trick your phone into a powerhouse with Seurat
Why it matters to you
By reducing the requirements of immersive VR, Google could be on the cusp of bringing high-quality VR experiences to your smartphone.

At the I/O developer conference on Thursday, Google unveiled a bold plan to bring desktop-grade graphics capabilities to your smartphone — using a few behind-the-scenes tricks.
The technology, called Seurat, takes high-fidelity virtual reality scenes and works some magic to effectively downscale the underlying geometry to the point where a smartphone could render the whole scene in real time.
Google was light on the exact details but through a partnership with Industrial Light and Magic’s internal “Experience Lab” or ILMxLab, we got a chance to see the technology in action and it’s pretty impressive. Taking users into an interactive VR version of a scene from Rogue One: A Star Wars Story, ILMxLab created a lavishly detailed world using high-powered desktop hardware.
Using Google’s Seurat technology, ILMxLab was able to break down the overall polygon count and downscale textures without sacrificing too much in the way of graphical fidelity. While the downscaled version did not look quite as sharp, it only took about 300 milliseconds for a smartphone to render — down from an hour on high-end desktop hardware.
The behind-the-scenes trickery Seurat employs managed to pare down and compress the original scene from one featuring over 50 million polygons to one with just 72,000 — there was a bit of quality lost in the process, which is to be expected. The real goal of this technology is to enable better VR experiences on mobile devices, which possess only a fraction of the power a VR-ready desktop has at its disposal.
As illustrated in the demo, one key component of the technology essentially eliminates background details that are not visible to users, which enables the mobile versions of VR scenes to appear lifelike and high-quality without overtaxing smartphone hardware.
This forward leap in graphical quality is a big deal for Google’s Daydream ecosystem, which it hopes will become the standard for mobile VR and AR experiences.
Google wants to Jedi-mind trick your phone into a powerhouse with Seurat
Why it matters to you
By reducing the requirements of immersive VR, Google could be on the cusp of bringing high-quality VR experiences to your smartphone.

At the I/O developer conference on Thursday, Google unveiled a bold plan to bring desktop-grade graphics capabilities to your smartphone — using a few behind-the-scenes tricks.
The technology, called Seurat, takes high-fidelity virtual reality scenes and works some magic to effectively downscale the underlying geometry to the point where a smartphone could render the whole scene in real time.
Google was light on the exact details but through a partnership with Industrial Light and Magic’s internal “Experience Lab” or ILMxLab, we got a chance to see the technology in action and it’s pretty impressive. Taking users into an interactive VR version of a scene from Rogue One: A Star Wars Story, ILMxLab created a lavishly detailed world using high-powered desktop hardware.
Using Google’s Seurat technology, ILMxLab was able to break down the overall polygon count and downscale textures without sacrificing too much in the way of graphical fidelity. While the downscaled version did not look quite as sharp, it only took about 300 milliseconds for a smartphone to render — down from an hour on high-end desktop hardware.
The behind-the-scenes trickery Seurat employs managed to pare down and compress the original scene from one featuring over 50 million polygons to one with just 72,000 — there was a bit of quality lost in the process, which is to be expected. The real goal of this technology is to enable better VR experiences on mobile devices, which possess only a fraction of the power a VR-ready desktop has at its disposal.
As illustrated in the demo, one key component of the technology essentially eliminates background details that are not visible to users, which enables the mobile versions of VR scenes to appear lifelike and high-quality without overtaxing smartphone hardware.
This forward leap in graphical quality is a big deal for Google’s Daydream ecosystem, which it hopes will become the standard for mobile VR and AR experiences.
Google’s new Chrome for virtual reality is much more than just a port
Why it matters to you
It might not surprise many people to find out Google is rolling out a version of Chrome built for VR, but the rich feature set may.

As Google continues to push more power into Daydream and augmented reality implementations, it only makes sense that the brand’s web browser would find its way into virtual reality. That’s precisely what was announced Thursday at Google I/O, although it flies under the larger banner of immersive web, and for good reason — Chrome for VR isn’t meant to be just like sitting in a dome holding up browser windows.
There’s a good reason for wanting more out of Chrome for VR, and it lies with the versions of the browser people are already familiar with. Chrome for desktop and mobile has a rich set of features that allow developers to create novel ways for users to explore their sites, and that’s how Chrome for VR will work as well. By enabling rich VR experiences in Javascript and WebGL, it’s easy to bring whole sites into the virtual world, and like the other implementations of Chrome, it easily adapts to any device.
It isn’t just virtual reality that’s a part of the Chrome puzzle. Augmented reality has played a large role in Google I/O already, and it’s no different here. Some of the same uses — fitting furniture, exploring complex subjects, finding something in a museum — work right from Chrome with AR enabled. There’s no installing an app or configuring anything, you just click the link on a supported website, and the world around you invades the smartphone.
No exact release date was offered, but it was mentioned that Chrome for virtual reality would be coming to Daydream headsets later this year. With rich feature support, and the wealth of other supporting technologies Google has rolling out, we’re optimistic about the future of augmented reality and virtual reality Chrome offerings. If nothing else, the browser can act as a support system that fleshes out the company’s set of first-party software for the Daydream headset.
Google’s new Chrome for virtual reality is much more than just a port
Why it matters to you
It might not surprise many people to find out Google is rolling out a version of Chrome built for VR, but the rich feature set may.

As Google continues to push more power into Daydream and augmented reality implementations, it only makes sense that the brand’s web browser would find its way into virtual reality. That’s precisely what was announced Thursday at Google I/O, although it flies under the larger banner of immersive web, and for good reason — Chrome for VR isn’t meant to be just like sitting in a dome holding up browser windows.
There’s a good reason for wanting more out of Chrome for VR, and it lies with the versions of the browser people are already familiar with. Chrome for desktop and mobile has a rich set of features that allow developers to create novel ways for users to explore their sites, and that’s how Chrome for VR will work as well. By enabling rich VR experiences in Javascript and WebGL, it’s easy to bring whole sites into the virtual world, and like the other implementations of Chrome, it easily adapts to any device.
It isn’t just virtual reality that’s a part of the Chrome puzzle. Augmented reality has played a large role in Google I/O already, and it’s no different here. Some of the same uses — fitting furniture, exploring complex subjects, finding something in a museum — work right from Chrome with AR enabled. There’s no installing an app or configuring anything, you just click the link on a supported website, and the world around you invades the smartphone.
No exact release date was offered, but it was mentioned that Chrome for virtual reality would be coming to Daydream headsets later this year. With rich feature support, and the wealth of other supporting technologies Google has rolling out, we’re optimistic about the future of augmented reality and virtual reality Chrome offerings. If nothing else, the browser can act as a support system that fleshes out the company’s set of first-party software for the Daydream headset.
HTC U11 vs. Apple iPhone 7 Plus: Can Android champ beat Apple’s flagship?
HTC has finally taken the wraps off of the HTC U11, the company’s latest-and-greatest smartphone. The device is sleek, stylish, and boasts some pretty impressive specs under the hood. Of course, it’s not the only phone that fits those criteria.
Apple’s iPhone 7 Plus isn’t just sleek and stylish, it was also the most powerful phone around when it first debuted in September. Whether you’re an Android or iOS user, the fact remains that the iPhone is an impressive device. But how does the newly-unveiled U11 compare? Here, we take a closer look at both devices to find out.
Specs
Apple iPhone 7 Plus

HTC U11

Size
158.2 x 77.9 x 7.3mm (6.23 x 3.07 x 0.29-inches)
153.9 x 75.9 x 7.9mm (6.06 x 2.99 x 0.31 -inches)
Weight
188g (6.63 oz)
169g (5.96 oz)
Screen
5.5-inch LED
5.5-inch LCD
Resolution
1,080 x 1,920 pixels (401 pixels per inch)
1,440 x 2,560 pixels (534 pixels per inch)
OS
iOS 10.0.1
Android 7.1.1 Nougat
Storage
32/128/256GB
64GB (U.S.), 64/128GB (International)
MicroSD card slot
No
Yes
NFC support
Yes
Yes
Processor
A10 Fusion
Qualcomm Snapdragon 835
RAM
3GB
4GB (U.S.) 4/6GB (International)
Connectivity
GSM / CDMA / HSPA / LTE
GSM / CDMA / HSPA / LTE
Camera
Dual 12MP rear, 7MP front
12MP rear, 16MP front
Video
4K
4K
Bluetooth
Yes, version 4.2
Yes, version 4.2
Fingerprint sensor
Yes
Yes
Other sensors
Accelerometer, gyro, proximity, compass, barometer
Accelerometer, gyro, proximity, magnetic
Water resistant
IP67
IP67
Battery
2,900mAh
3,000mAh
Ports
Lightning
USB-C
Marketplace
App Store
Google Play
Color offerings
Jet Black, Black, Silver, Gold, Rose Gold, Red
Blue, black, white, gray, red
Availability
Apple, Verizon, AT&T, Sprint, T-Mobile
Sprint, HTC.com, Amazon
Price
Starts at $770
$650
DT review
4 out of 5 stars
Hands-on
It’s normally easy to compare Android smartphones because they often use the same Qualcomm-built chips. When comparing an Android device with an iPhone, however, things become a little more complex.
The HTC U11 features Qualcomm’s latest chip, the Snapdragon 835, which has only been featured in a couple new phones since its launch. Now, pair that with 4GB of RAM — or 6GB, if you’re buying the more powerful international version — and you have a very powerful phone.
The iPhone 7 Plus, in comparison, also features a very powerful chip — the Apple A10 Fusion, which partners with 3GB of RAM to run the iPhone. The U.S. version of the U11 offers 64GB of storage, while the international version provides 64 or 128GB. The iPhone, on the other hand, is available in 32, 128, and 256GB configurations. While there are more storage options for the iPhone, the HTC U11 does have a microSD card slot, so you can easily expand storage.
Now, there’s a few things to consider when comparing performance, including processor speed and RAM, but the most important thing is how that hardware works with software to deliver real-world performance. That’s where benchmarks can help in comparing the two devices. While we haven’t received any benchmarks since the launch of the phone, before launch the device was spotted scoring 1,912 on Geekbench’s single-core test, and 6,137 on the multi-core test. By comparison, the iPhone 7 Plus scored 3,331 on the single-core test, and 5,520 on the multi-core test.
In other words, it’s a little unclear who the winner is here. Most apps use only one thread at a time, meaning the single-core test is a better indicator of real-world use when one app is being used. However, if you start multitasking, the multi-core score becomes more important. Because of that, this one is a tie.
Winner: Tie
Design and display

The iPhone has long been hailed as the king of design, and the iPhone 7 Plus is the culmination of years of excellent design choices. The HTC U11, however, certainly doesn’t look bad. In fact, it looks pretty great. While the iPhone boasts a simple, yet sleek look, HTC has taken a shinier approach with the glass-backed U11. The back of the U11 is also quite simple, featuring only the camera and HTC logo. Phones are also becoming thinner, and while the new HTC U11 is thin, it doesn’t beat the iPhone, which sits in at 0.29 inches. Another important thing to note is that neither of these two phones have a headphone jack — you’ll need to go wireless or use USB-C/Lightning headphones to listen to your music.
While design is largely subjective, the quality of a display is not. Both of the phones feature a 5.5-inch display, with the iPhone display being LCD and the U11 display being S-LCD. On the iPhone, you’ll find a 1,080 x 1,920-pixel display, which offers a pixel density of 401 pixels-per-inch. The U11, on the other hand, boasts 1,440 x 2,560 pixels, with a density of 534ppi.
Again, while design is largely subjective, resolution is not. The HTC U11 is the winner here.
Winner: HTC U11
Battery life and charging

The HTC U11 and the iPhone 7 Plus are pretty equal when it comes to battery capacity. The U11 has a slight edge in capacity with 3,000mAh over the iPhone’s 2,900mAh, and that extra capacity translates to longer battery life, at least in this case. While the U11 has a more power-intensive display, it seems as though the device also has a longer battery life. The U11 supposedly provides 24.5 hours of talk time on a single charge, while Apple claims the iPhone 7 Plus can provide 21 hours of talk time.
The HTC U11 also offers Qualcomm’s Quick Charge 3.0, which allows you to get hours of use out of a couple minutes of charging. The iPhone 7 Plus has no such feature.
The longer battery life and the inclusion of Quick Charge 3.0 make the HTC U11 the winner here.
Winner: HTC U11
Camera

Apple has long been hailed as a leader in the mobile photography world, but the HTC U11 could be the phone to beat. The iPhone 7 Plus offers a dual 12-megapixel camera on the back, with optical image stabilization, phase detection autofocus, and an aperture of f/1.8. It also offers 2x optical zoom. The HTC U11 offers similar features — you’ll find a 12-megapixel camera with an f/1.7 aperture, optical image stabilization, and phase detection autofocus.
While the iPhone 7 Plus certainly offers some great features in its camera thanks to the dual-lens, the U11’s camera is both better for low-light situations thanks to its larger aperture, and is rated higher by camera testing site DxOMark. The HTC U11 scored 90 in tests, while the iPhone 7 Plus scored 86.
The front-facing camera on the U11 is also better. The iPhone 7 Plus’ front-facing camera sits in at 7-megapixels with an f/2.2 aperture, while the HTC U11’s selfie cam comes in at 16-megapixels.
The U11 is the winner here, though, in some situations, the iPhone may offer a better shot thanks to its dual-lens and software.
Winner: HTC U11
Google sheds more light on mobile VR headset, next-gen Daydream platform
Why it matters to you
Google is refining its Daydream VR platform for Android to support the upcoming stand-alone headset and make it a more immersive experience.

On Thursday during Google I/O, Daydream Director of Product Management Mike Jazayeri talked more about the company’s upcoming stand-alone mobile virtural reality headset and the platform powering the device, Daydream 2.0 “Euphrates.” As previously reported, the device will not require a smartphone like Gear VR and Daydream View but will be self-contained and rely on Google’s Worldsense system to make the mobile VR experience more immersive.
Worldsense consists of two wide-angle cameras that track all objects within the environment to build a virtual “blueprint.” This enables users to walk around freely without having to worry about connected cables and bumping into physical objects and people. This also means the headset will not require external sensors (as seen with the HTC Vive and Oculus Rift), nor will users need to pre-define the playing space.
Google partnered with Qualcomm to create a reference design based on the latter company’s Snapdragon 835 processor, custom-designed tracking cameras, and high-performance sensors. Unlike the smartphone-dependent Daydream View headset, this reference design is optimized for mobile VR without touch-enabled screens, thus retail devices will provide the optimal mobile VR experience.

But with powerful hardware comes the need for a solid software platform and that is where the next version of Daydream comes in. It will be powered by Android O, which will include a new VR window manager that supports non-touch screens. That means the operating system user interface will be accessible in VR.

Daydream 2.0 will also see an update to the Daydream Home experience to support both Daydream View and stand-alone headsets. For starters, users will see a cascading list of content consisting of media, app, games, and so on in horizontal tiles. Google added a new dashboard too that is accessible inside any app that does not require the user to exit the current VR experience.
“You won’t have to leave the experience to check a notification, change settings, or even to switch apps,” he said.

The new dashboard will allow users to send their experience to Chromecast, take screenshots, and capture video. On the Chromecast aspect, users simply pull up the dashboard, select the Cast button, select the Chromecast device, and then the experience can be viewed on the connected screen by anyone. This will be a single view, and not a two-screen rendering as seen in the stand-alone headset. The Chromecast device will be set as the default destination as users move from app to app.

Like the Cast feature, users can pull up the dashboard and select the Camera icon. From there, users choose to capture a screenshot or record video and then send that content to social networks or messaging apps. The YouTube VR team is also working on features for Daydream 2.0 Euphrates, smartphones, and the stand-alone headsets.
Daydream 2.0 Euphrates will hit smartphones and the stand-alone headsets later in 2017. HTC and Lenovo will be the first to produce stand-alone headsets based on the reference design. Google’s Clay Bavor also talks about Daydream, Tango, and VR/AR developer tools in a new blog here.
Google sheds more light on mobile VR headset, next-gen Daydream platform
Why it matters to you
Google is refining its Daydream VR platform for Android to support the upcoming stand-alone headset and make it a more immersive experience.

On Thursday during Google I/O, Daydream Director of Product Management Mike Jazayeri talked more about the company’s upcoming stand-alone mobile virtural reality headset and the platform powering the device, Daydream 2.0 “Euphrates.” As previously reported, the device will not require a smartphone like Gear VR and Daydream View but will be self-contained and rely on Google’s Worldsense system to make the mobile VR experience more immersive.
Worldsense consists of two wide-angle cameras that track all objects within the environment to build a virtual “blueprint.” This enables users to walk around freely without having to worry about connected cables and bumping into physical objects and people. This also means the headset will not require external sensors (as seen with the HTC Vive and Oculus Rift), nor will users need to pre-define the playing space.
Google partnered with Qualcomm to create a reference design based on the latter company’s Snapdragon 835 processor, custom-designed tracking cameras, and high-performance sensors. Unlike the smartphone-dependent Daydream View headset, this reference design is optimized for mobile VR without touch-enabled screens, thus retail devices will provide the optimal mobile VR experience.

But with powerful hardware comes the need for a solid software platform and that is where the next version of Daydream comes in. It will be powered by Android O, which will include a new VR window manager that supports non-touch screens. That means the operating system user interface will be accessible in VR.

Daydream 2.0 will also see an update to the Daydream Home experience to support both Daydream View and stand-alone headsets. For starters, users will see a cascading list of content consisting of media, app, games, and so on in horizontal tiles. Google added a new dashboard too that is accessible inside any app that does not require the user to exit the current VR experience.
“You won’t have to leave the experience to check a notification, change settings, or even to switch apps,” he said.

The new dashboard will allow users to send their experience to Chromecast, take screenshots, and capture video. On the Chromecast aspect, users simply pull up the dashboard, select the Cast button, select the Chromecast device, and then the experience can be viewed on the connected screen by anyone. This will be a single view, and not a two-screen rendering as seen in the stand-alone headset. The Chromecast device will be set as the default destination as users move from app to app.

Like the Cast feature, users can pull up the dashboard and select the Camera icon. From there, users choose to capture a screenshot or record video and then send that content to social networks or messaging apps. The YouTube VR team is also working on features for Daydream 2.0 Euphrates, smartphones, and the stand-alone headsets.
Daydream 2.0 Euphrates will hit smartphones and the stand-alone headsets later in 2017. HTC and Lenovo will be the first to produce stand-alone headsets based on the reference design. Google’s Clay Bavor also talks about Daydream, Tango, and VR/AR developer tools in a new blog here.
Smog-Free Bicycle’s pedal power could scrub pollutants from Beijing’s air
Why it matters to you
This innovative bicycle concept won’t just make you fitter, it will clean the environment, too.
Riding a bike instead of driving a car may be the more environmentally friendly choice of transport, but could bicycles actually help fight pollution more directly? The Netherlands’ Studio Roosegaarde claims the answer is a resounding “yes” — and it’s got its eyes set on Beijing’s notoriously high levels of smog to prove its point.
Right now, the Smog-Free Bicycle is still just a concept, but it’s a pretty darn intriguing one that’s already captured our interest. “It is still in development, but as with our Smog Free Tower, it sucks up the dirty air and releases clean air in its vicinity,” creator Daan Roosegaarde told Digital Trends.
The Smog Free Tower that Roosegaarde refers to is a 23-foot wind-powered structure that essentially functions as a giant air purifier. In a study by Eindhoven University of Technology, the technology used for the Smog Free Tower was found to remove up to 70 percent of the ingested PM10 and up to 50 percent of the ingested PM2.5 — two of the pollutants which contribute to smog. In an open field in calm weather, the Smog Free Tower is able to cause smog reductions of more than 20 meters around it.
Roosegaarde’s idea is to now take that technology on the move with a bicycle that releases positively-charged ions into the air, which then capture pollutants and suck them back inside. “It reflects our drive to activate new solutions together with citizens, makers, NGOs and governments towards smog-free cities,” he continued. “The Smog Free Bicycle, along with Smog Free Tower and Smog Free Jewellery, are part of the larger Smog Free Project. More concepts will be added along the journey.”
At present, Roosegaarde said the team is working on a prototype, which it will be developing with a partner in China and the Netherlands. One possibility is that the bike will be used in local bikesharing programs in China, such as Mobike. There’s no word on when it might be available as a commercial product that international customers can get their hands on, but hopefully we won’t be waiting too much longer.
Augmented reality developers can win up to $100,000 in Hololens contest
Why it matters to you
If you have a great idea for an augmented reality application, now is the time to flesh it out and see if it has legs.
Microsoft has partnered up with 3D engine maker Unity to offer $150,000 in total prize money to prospective Hololens app makers. If you have a great idea for an augmented reality application and the chops to make it a reality, you could win up to $100,000 and a headset for your trouble.
Much in the way Oculus, HTC and Sony helped fund the early developments in virtual reality software, Microsoft and Unity are looking to solve the age-old chicken or the egg issue of new hardware platforms. Augmented reality has a lot of potential but until the software is there, people are not going to buy the hardware and without the hardware, software developers are not going to be so keen to create content for it.
But for $100,000? That is enough to get excited about and it’s just one of several prizes that are up for grabs. Along with that $100,000, top prize winners will walk away with a $3,000 Hololens developer edition headset and a 12-month subscription to Unity Pro. Second place gets much the same, though with a $30,000 cash prize.
There is also a third place, which comes with the same Unity subscription and Hololens headset, with $20,000 as a bonus. Five honorable mentions will each be awarded a 12-month Unity subscription.
If you think you have a great idea for an application, all you need to do is craft a proposal with art, video, and details of the idea, according to MSPoweruser and submit it all through the Unity portal. From there, Microsoft and Unity will select 10 finalists who will each receive a Hololens headset on loan, to help them develop a prototype of the app.
Finalists will have a few months to work on their apps before winners are announced toward the end of 2017. For this first stage though, you have until June 10 to submit your proposals, with the finalists announced on June 16.
There are some rules, though they are not too exhaustive. You must develop in Unity, you must develop it on the Universal Windows Platform, it must be original, and you cannot use any third-party resources unless you have explicit permission to do so.
Other than that, have at it. Microsoft and Unity are specifically looking for apps that solve problems within the home, office, schools and hospitals, though they leave it relatively open. If you’re solving a problem using augmented reality, chances are they are interested.
The LG Stylo 3 Plus comes with a Full HD display and only costs $225
Why it matters to you
If you’re looking for a beautiful display on a phone under $250, this device suits those needs.
LG is taking its mid-range smartphone offerings to the next level. The company has taken the wraps off of the LG Stylo 3 Plus, a device that really pushes the boundaries of what “mid-range” really means. The device serves as a more powerful version of the original LG Stylo 3 and is now available from T-Mobile.
The LG Stylo 3 has some great specs under the hood, for the price. Inside, you will find the Qualcomm Snapdragon 435 processor, along with 32GB of storage and a Full HD display. Full HD displays are normally reserved for slightly more expensive phones — so it’s nice to see one show up on a sub-$250 phone.

On the back of the phone, there is a 13-megapixel rear-facing camera, along with a 5MP front-facing camera. The phone comes with Android 7.0 Nougat software, 4G LTE connectivity, and Bluetooth 4.2. As the name suggests, the phone also comes with a “premium” stylus pen, and you will find a fingerprint sensor on the back of the device.
It’s not just about the specs — the phone also looks great. It features a premium metal frame, and a removable back and battery, which is great for those that like to carry an extra battery for a long day of use. You’ll also find the microUSB and 3.5mm ports on the bottom of the phone, while the volume rockers can be found on the right.
The phone is available from T-Mobile and you can either pay the full $225 upfront or you can pay it in $9 installments over 24 months.
LG, in general, has been stepping up its game of late. While the company went through somewhat of a dark period around the time of the poorly received G5, the new G6 has been well-reviewed largely because of its beautiful design, excellent display, and things like IP68 waterproofing.



