Apple has left us in awe once again, announcing the release of their virtual reality headset, the Vision Pro. This exciting product promises to not only push the boundaries of 3D technology but also redefine how we interact with digital media in the years to come. Before diving into the future possibilities of this incredible piece of technology, let's first take a step back in time and explore the journey of 3D visuals.

This article aims to examine the evolution of motion pictures and the advancements in 3D visuals from the early 1900s to the present day, and attempts to predict the future of 3D reality, AR and VR systems beyond 2020.

1980-2020: The Early Experimentation with Capture Methods

Experimentation with various capture methods was a key factor in pushing the boundaries of realistic motion pictures in the late 20th century. During this period, cutting-edge companies like Adobe began developing professional tools for marketing and entertainment purposes. Although image manipulation was challenging to master at first, it has become incredibly accessible nowadays.

Digital cameras also started with Kodak in 1980s, and well into 2010, the market was about including ever higher resolution cameras.

Then, Smartphone came. Its revolution has kept up with the trend from 2010s to include 3 cameras today for ever more realistc capturing.

2020-2040: Image/Video Manipulation and Interactivity

Video manipulation emerged as a revolution in the motion picture sphere around the turn of the millennium. Over the next two decades, we can expect video interactivity to become a crucial component in the visual industry. Fake images, which began to gain prominence since around 2010, may become increasingly blurred and capable of incorporating overlays of digital graphics for both fun and serious purposes.

Generative AI like Dalle-E has only started its way as well.

Video manipulation only has started.

2040-2060: The Transition into Virtual Reality

Until 2040, technology will keep evolving to incorporate advanced AR and VR systems in the realm of entertainment. However, it is predicted that the applications of these technologies shall be confined to certain environments. Blender and Unity, well-known 3D maker tools, are projected to remain relevant and powerful until at least 2040. This prediction follows with the AR company Colopal I've developed back in 2014, who correctly anticipated the predominance of entertainment companies in the 2010s.

2060 Onwards: Blurring the Lines between Reality and Technology

Real-world consumer-level impacts are projected to begin around the 2060s, where the technology will unmask the thin line separating reality from the virtual world. Although AR is currently limited to 2D graphic overlays on top of real objects, post 2060, we can expect advancements in AR technology to become increasingly realistic in its rendering of 3D objects. The true interactivity and the world of metaverse Neal Stephenson envisioned in 1991 (Snowcrash) will not have to wait until then. Til then, we have a lot more work to bring the power of digital technology out of cyberspace and improve our material reality.

Conclusion:

The journey of 3D visuals and virtual reality technologies has been a fascinating one. Although several aspects of this industry will remain focused on entertainment for the next few decades, the blurred lines between reality and digital creations, as well as further technological advancements, will bring about crucial changes in the 2060s and beyond. As we venture further into the future of 3D reality and AR/VR systems, we can only imagine what incredible achievements lie ahead.