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Eric Wittner
The Emerging Trends of
Augmented Reality and Virtual
Reality in Design
What are we talking about?
Introduction & Terminology
VR vs AR
VR - Virtual Reality
Being there
AR - Augmented Reality
Interacting with outside world
MR - Mixed Reality
Mixed presence
Immersive Computing
• Fundamental computer human interaction
that is better than anything else
• AR got breakthrough with Pokemon GO,
VR with Rift and Playstation VR
• Passive content / 360 experiences
lowest barrier entry for VR
• Terminologies are not yet clear
We are at the very beginning of this.
Terminology
“Experience”
The term “experience” is used for
apps or the actual content. Means it
is common industry jargon, e.g.
Oculus uses the term to list the
apps. As a consequence, people
refer to a VR Experience not only as
user experience but also as an
asset.
Mobile VR vs Console VR vs Desktop VR
• Low price
• Broad reach
• Graphics limited
• Bandwidth limited
• Only 3 DoF
• Easy to use
• Entertainment
content
• Walled garden
business model
• High cost
• Complex setup
• Free movement
• Advanced input
capabilities
Seated vs Standing vs Room-scale
Locomotion & Teleportation
Teleportation & Artificial Locomotion
• 45% of experiences avoid locomotion at all due to motion sickness
• 42% use teleportation / portals (= de-facto standard)
• 5% use artificial locomotion (game pads)
• 8% use other techniques
Source:
Teleportation and Locomotion from the Trenches: What Movement is Right for You. By Ram Ramakrishnan & Janet Brown. GDC 2017.
Input Devices
Applications and UsesWho is adopting
VR/AR Market Trends
VR- Education, training, planning
• Mobile• Easy, cheap to distribute
• Desktop• Cheaper than travelling to a site• Best VR experience possible
AR/MR- Field operations, resource management, planning
• Handheld• Use existing mobile devices
• Head-mounted• In the field, full scale; In the office, small scale• Hands-free for rapid response• Most immersive, collaborative 3D experience possible
Demo: Viewing a proposed building
ArcGIS 360 VRMobile focused VR Experience
ArcGIS 360o
VR - Vision
“Immersion made easy.”
“Putting the world in perspective,
past, present, and future
quickly and easily.”
(Currently an Esri Labs project, will evolve into a full offering)
Use Cases
Simple creation of mobile VR demos for
the public To showcase urban redevelopments to the public, CityEngine
users like the City of Zurich are looking for a simple CE-
scene-to-VR solution that is easy to use (= one-click publish)
and easy to setup (= mobile VR that does not require high-
end PC). Planned to be used on trade shows / booths, public
show rooms / installation, and architectural competition
viewing events.
Quick immersion into design to experience
view impactCityEngine users interested in VR would like to quickly
immerse into their 3D scenes to review the design. However
they want a simple, iterate-able workflow and not a
complicated 3D data pipeline to Unity. Also they want to
share the VR experience (mainly for review by peers, not yet
by the public). The typical design question that VR can
answer better than every other visualization: “How does the
new neighboring building impact the view from the balcony?”.
ArcGIS 360 VR Experience & 360 Viewer
• A new Esri supported format: .3VR
• Composed of multiple rendered photospheres
• Can store views from multiple locations
• Can switch between locations using visual bookmarks in scene
• Each location can store multiple states, such as design scenarios
• Can switch between scenarios
• How is it authored: Created from CityEngine scenes, with plans in the
future to support authoring from other applications, and consumption of
spherical photography
• How is it viewed: In a VR application for Samsung Galaxy (eventually
other devices). Additional support for viewing by a web app.
Roadmap
Web app for VR Experience
Web app for simple screen viewing
360 Photo Support
Refined view to view selection
Measurement
Pop-Ups
Depth
Video/Animation
Near Term
Mid and
Longer Term
ArcGIS 360 VR
Demo: BIM/IFC,
3D Utilities
VR/AR with ArcGIS RuntimePrivate beta in progress …
ArcGIS Runtime Beta to support Virtual and Augmented
Reality• Enhance existing ArcGIS Runtime SDKs
- VR: Add “stereo display” rendering mode
- AR: Transparent background to render on video/camera feed
- Private Beta began in November 2017
- .NET and iOS SDKs available today
➢ Email [email protected] to request invite to beta program
Research combining ArcGIS Runtime and Gaming engines
• Runtime can bring GIS content to existing gaming engines
• Good for VR/AR/MR but also any “gaming type” application that needs GIS
• Advantages:
- Easy cross hardware VR/AR development
- Mixed Reality (HoloLens) development
- Good VR/AR/MR UI design experience
- Integration with the existing VR/AR/MR community
- Physics and other 3D effects
• We need your feedback
- What type of apps would you build with this approach?
- How important is this architecture for your organization, your customers?
Unity and Unreal
Desktop VR with Unity and Unreal
Unity
• Cross-platform game engine
• For developing mobile, browser, console, and desktop games
• Affordable ($0/35/125 per month)
• (Relatively) Easy to use
• Used beyond entertainment e.g. for architectural visualization…
Entry point to develop VR apps for HTC Vive, Oculus Rift, Gear VR, Hololens, …
CityEngine: Select, «Export Models...»
Choose FBX, Tweak Settings, & Click Finish
Unity: Drag&Drop FBX to Assets & into scene
Move «Main Camera» to center
Enable VR
• Edit, Project Settings, Player
• Check «Virtual Reality Supported»
• Add OpenVR Support
- Click «+», «OpenVR»
- Drag above «Oculus»
Start in VR: Press «Play» and experience it in HTC Vive
Scene Tweaks: Scale
• Click mesh in «Assets»
• Scale Factor «100»
• Apply
Scene Tweaks: Tree Transparency
• In «Materials», select
all Tree Materials
• Set «Rendering Mode»
to «Cutout»
VR: Add Locomotion
• Window, «Asset Store»
• Search «SteamVR Plugin»
• «Import»
• «SteamVR_Settings» Dialog
- «Accept All»
Add «Player»
• Delete «Main Camera»
• Drag in
«SteamVr\
InteractionSystem\
Core\Prefabs\Player»
Add «teleport» prefab
• Drag in
«SteamVr\
InteractionSystem\
Teleport\
Prefabs\Teleporting»
Add Teleport Points
• Drag in multiple
«SteamVr\
InteractionSystem\
Teleport\
Prefabs\TeleportPoint»
• Optional: Increase
their scale
In VR, Teleport Using Click on Wheel
Teleport anywhere
• Click Mesh in Assets
• «Generate Colliders»
• «Apply»
Teleport anywhere
• Double-click street
• Copy/Paste
• Drag
«SteamVr\
InteractionSystem\
Teleport\
Scripts\TeleportArea»
on street copy
In VR, Teleport Anywhere on Street
CityEngine 2017.1 – Architectural Visualization with Unreal
Engine