Friday, 11 August 2017

Daydream Labs: Bringing 3D models to life

quote [ During a one-week hackathon, we prototyped ways to make Blocks scenes feel dynamic and alive. Here’s what we came up with! ]

I saved up and bought a NoloVR a couple months ago and I just got it Sunday. Not the easiest thing to get working, but pretty impressive for what it is. Currently working on making a basic Tiltbrush clone in Unity. Last night I got the color picker and line drawing finally working properly. :D
[SFW] [Virtual & Augmented Reality] [+4 Interesting]
[by steele@1:06pmGMT]

Comments

midden said @ 2:59pm GMT on 11th Aug
That two-handed pose manipulation would be so handy for all kinds of animation. I know it's been "coming soon" for more than 20 years, but I think it's actually going to happen. It will be great when that kind of input is a standard option for all the usual 3D production tools.

As it is now, it seems all or nothing, as far as the VR stuff goes. I'd like to see it integrated into a hybrid 2D/3D system, akin to the standard four view layout of top, side, front, perspective.
steele said @ 8:39pm GMT on 11th Aug
Almost there. Swearsies. ;)

I'd give it another year or two and the big dogs will have VR integration. We're still very early in the adoption cycle of the current generation. Another major headset or two for them to see it's not just a fad and things will pick up very quickly. Especially if the Valve Knuckle controllers are as versatile as what I've seen.
midden said @ 9:46pm GMT on 11th Aug
I've been thinking about it today as I work. I think an AR solution would work best, where I can see the normal 2D CAD-like interface elements on my monitors, but the perspective window would be in true 3D, and if I want to, I can tear it off into the room space of my office, or choose to step in and out of full VR. I really need to be able to type, tweak settings, do precision alignment, define hierarchies, etc., all things I can do with quick, precise finger motions much easier than bigger, slower, less precise body motions that current VR uses.

Maybe all I really need is my meatspace keyboard and mouse visible in VR so I can easily access that interface when I need them. Perhaps in a decade the finger level tracking and tactile feedback will make that unnecessary.
steele said @ 9:54pm GMT on 11th Aug
I totally get it. The dissonance between the thought processes is really weird because VR opens up all these possibilities for truly interacting with these imagined realities in new ways, but at the same time popping out a tirade on a keyboard or mouse seems so much quicker and uses so much less energy. That's why Brain Computer interfaces need to hurry up and come out. ;)

I've got no opinion on the hardware or tracking being used, but you might want to check into the Microsoft Hololense or the Acer HMD (I forget the name off the top of my head.) Those seem like they're being produced more to work in a more Augmented Reality type environment. Another option is that it's just a matter of time before they release a lighthouse tracked keyboard and mouse for people to use in VR. So they don't have to stumble around and take off their headset. I think that will be what holds us over till we get our BCI, we'll just bring our physical keyboards into VR with us. Boom. Problem solved.

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