This document provides an overview of mixed reality and how to develop experiences for augmented and virtual reality. It discusses key concepts like the virtual-physical reality spectrum and mixed reality. It demonstrates VR interactions and locomotion in Unity. It also covers performance optimization, using Oculus Quest passthrough APIs, telepresence with point clouds, hand tracking, and Microsoft Azure mixed reality services. The key takeaways are to prioritize performance, maximize immersion, leverage cloud services, research collaboration techniques, and check references for further information.
Getting started with Unity and AR/VR for the .NET developerDavide Zordan
Slides from my presentation at DDD conference 2019 https://www.developerdeveloperdeveloper.com.
Abstract:
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift, HTC Vive or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At DDD, I will present what I learned building a small game, set in a mysterious dungeon using Unity and the SteamVR plugin. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Getting started with Unity and AR/VR for the .NET developerDavide Zordan
Slides from my presentation at DDD conference 2019 https://www.developerdeveloperdeveloper.com.
Abstract:
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift, HTC Vive or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At DDD, I will present what I learned building a small game, set in a mysterious dungeon using Unity and the SteamVR plugin. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project.
Patrick O'Shaughnessey, Founder of Patched Reality Inc, gives an overview of AR SDK tutorial options, and tutorials using 4 of the most widely used SDK's in Unity 3D.
An overview of the available digital eyewear, including Google Glass, Vuzix M100, Epson Moverio BT-200, and Optinvent ORA-1, and the SDK's and development environments available for each.
A short overview on VR, developing it in Unity and various tips for interaction and performance.
This is presented in ProCodeCG's codeMeetUp() on 15 August 2016
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Codemotion Roma 2018 - Alessandro Pozone, Matteo Valoriani
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
Immerge yourself in a new Reality - Alessandro Pozone - Codemotion Rome 2018Codemotion
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
A tutorial on how to develop using the latest mobile AR SDK's. This is an updated version of the talk from Augmented World Expo 2013, that I gave at the Augmented World Expo New York in March, 2014.
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
REALITY: We can be whoever we want - Avatar driven metaverse service and UX R...GREE VR Studio Lab
"REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D" in SIGGRAPH Asia 2021 Birds of a Feather "CG in Japan".
2021/12/14
Talk by Akihiko SHIRAI, Ph.D
https://youtu.be/VpfjRFD4fhw
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
Technology is improving at a rapid pace, as many things are possible today that were not possible 10 years ago even if we tried our best to make it happen. Today, some of the impossible things are rising to the occasion in the form of Augmented Reality and Virtual Reality.
Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems to this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.
Our guest speaker, Vince Kilian, is product manager for Marxent. Marxent is the leader in Virtual Reality and Augmented Reality product visualization for sales and marketing. Vince will share examples of successful AR/VR solutions and what's next for the future of this rapidly emerging technology.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
Azure Day Rome Reloaded 2019 - Getting Started with Unity, AR/VR and Azure Co...azuredayit
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift S, HTC VIVE or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At Azure day, I will present what I learned building a small game, set in a mysterious dungeon using Unity, the SteamVR plugin and Azure Cognitive Services. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project enhanced by Azure and the intelligent cloud.
Getting Started with Point Clouds Visualisation and AR/VRDavide Zordan
Slides from my session at the Global XR Conference. Nov 2022.
Abstract:
Augmented and Virtual Reality technologies allow advanced interactions in three-dimensional space by projecting digital content into users' field of view using dedicated opaque and see-through head-mounted displays.
At the Global XR Conference 2022, I will show what I have learned by building a software prototype combining AR and VR to transmit in real-time a three-dimensional video.
Point clouds were captured using a mobile depth camera and transmitted to a Virtual Reality device (Meta Quest 2) using a WebSocket server hosted on the Microsoft Azure platform.
Come along, there will be Unity demos, and we will have some fun looking at building a distributed system integrating holograms in a Virtual Reality experience.
Presentation about how to create mobile Virtual Reality applications without any programming. Given by Mark Billinghurst on March 18th 2017 at TePapa in Wellington, New Zealand.
Slides showing how to use Unity to build Google Cardboard Virtual Reality applications. From a series of lectures given by Mark Billinghurst from the University of South Australia.
Codemotion Roma 2018 - Alessandro Pozone, Matteo Valoriani
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
Immerge yourself in a new Reality - Alessandro Pozone - Codemotion Rome 2018Codemotion
If you think there's been a lot of talk about Augmented Reality and Virtual Reality this year, 2018 is going to blow you away. ARkit, ARCore, HoloLens, Magic Leap, Oculus and many others are working to transform our Reality with new products and services. Apple, Microsoft, Intel, Google and Facebook are approaching AR/VR from different perspectives and technologies: in this session we will try to understand how these different technologies can work together and create a shared multi device experience.
A tutorial on how to develop using the latest mobile AR SDK's. This is an updated version of the talk from Augmented World Expo 2013, that I gave at the Augmented World Expo New York in March, 2014.
Lecture 7 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture shows how to use Unity 3D and Vuforia to make mobile AR applications. Look for the other 9 lectures in the course.
The fifth lecture from the Augmented Reality Summer School taught by Mark Billinghurst at the University of South Australia, February 15th - 19th, 2016. This provides an overview of AR research directions.
Market Based Analysis of Virtual Reality Products - IT StrategyMohitMhapuskar
Virtual Reality is a rapidly advancing technology that initially began it's life as an entertainment product but has rapidly grown into other areas such as healthcare, education, live events and military. While there is massive scope for VR, the technology is still in it's infancy and there are avenues for improvements in the future which could allow it to expand and capture larger segments of the market. Our team selected the VR company Oculus for our case study and conducted various market based analyses such as SWOT Analysis, Scenario Analysis, Porter’s 5 Forces for Strategy, PESTEL Analysis, BCG Matrix, Ansoff Matrix and Fishbone analysis to propose a strategic roadmap for future VR products and services.
REALITY: We can be whoever we want - Avatar driven metaverse service and UX R...GREE VR Studio Lab
"REALITY: We can be whoever we want - Avatar driven metaverse service and UX R&D" in SIGGRAPH Asia 2021 Birds of a Feather "CG in Japan".
2021/12/14
Talk by Akihiko SHIRAI, Ph.D
https://youtu.be/VpfjRFD4fhw
VR is the ultimate reality
- What is VR ?
- What is the current state of the VR market ?
- How to create VR applications ?
- What's the future ?
London - Oculus Rift VR Meetup
12-13 December 2013
Technology is improving at a rapid pace, as many things are possible today that were not possible 10 years ago even if we tried our best to make it happen. Today, some of the impossible things are rising to the occasion in the form of Augmented Reality and Virtual Reality.
Both virtual reality and augmented reality are similar in the goal of immersing the user, though both systems to this in different ways. With AR, users continue to be in touch with the real world while interacting with virtual objects around them. With VR, the user is isolated from the real world while immersed in a world that is completely fabricated.
Our guest speaker, Vince Kilian, is product manager for Marxent. Marxent is the leader in Virtual Reality and Augmented Reality product visualization for sales and marketing. Vince will share examples of successful AR/VR solutions and what's next for the future of this rapidly emerging technology.
Storytelling using Immersive TechnologiesKumar Ahir
This is Kickstarter presentation for understanding the domain of Immersive technologies and giving a guide to creating an immersive experience using Unity, Vuforia and Aframe.
Even before we get into how to do StoryTelling using this new media, we need to understand what's possible and where is it heading, which positions us better to design the story and capture it properly.
This help you understand the ecosystem of Immersive Technologies from Business, Product, Design and Development perspective.
Lecture 1 from a course on Mobile Based Augmented Reality Development taught by Mark Billinghurst and Zi Siang See on November 29th and 30th 2015 at Johor Bahru in Malaysia. This lecture is the Introduction to the course. Look for the other 9 lectures in the course.
Azure Day Rome Reloaded 2019 - Getting Started with Unity, AR/VR and Azure Co...azuredayit
We all see the cool demos of how augmented and virtual reality are going to be the future of our interaction with devices, but it often feels like there’s a significant barrier to getting started in building these types of apps.
This session is here to help. If you’ve ever thought about developing for Oculus Rift S, HTC VIVE or the Windows Mixed Reality headsets, but haven’t known where to start, this is the session for you.
At Azure day, I will present what I learned building a small game, set in a mysterious dungeon using Unity, the SteamVR plugin and Azure Cognitive Services. We'll explore how to import assets from the Unity store, how to implement locomotion techniques and interactions using the motion/touch controllers, including some tips for optimising performance and avoid motion sickness.
Come along, there’ll be .NET code, demos and we’ll have some fun looking at how you can get started on your first VR/AR project enhanced by Azure and the intelligent cloud.
Getting Started with Point Clouds Visualisation and AR/VRDavide Zordan
Slides from my session at the Global XR Conference. Nov 2022.
Abstract:
Augmented and Virtual Reality technologies allow advanced interactions in three-dimensional space by projecting digital content into users' field of view using dedicated opaque and see-through head-mounted displays.
At the Global XR Conference 2022, I will show what I have learned by building a software prototype combining AR and VR to transmit in real-time a three-dimensional video.
Point clouds were captured using a mobile depth camera and transmitted to a Virtual Reality device (Meta Quest 2) using a WebSocket server hosted on the Microsoft Azure platform.
Come along, there will be Unity demos, and we will have some fun looking at building a distributed system integrating holograms in a Virtual Reality experience.
Workshop given by Mark Billinghurst and Gun Lee on August 16th 2017, explaining how to develop VR experiences without any programming. Using the InstaVR tool and others.
How ABB shapes the future of industry with Microsoft HoloLens and Unity - Uni...Unity Technologies
It's high time for augmented reality to be brought to a wider audience. In ABB, we know that it is not just a gimmick any more. However, with every innovative technology comes new challenges. In these slides, we show how to overcome them and deliver valuable products with Hololens and Unity.
Speakers:
Maciej Włodarczyk - ABB
Rafał Kielar - ABB
Watch the session on YouTube: https://youtu.be/QFsj8Pi_3Ho
Building AR and VR Experiences for Web Apps with JavaScriptFITC
It is increasingly important to understand how AR and VR technologies are changing what is possible to do in modern web applications. There are a lot of tools and technologies that you can choose from to tie all of the pieces together to start implementing AR and VR features, but not all of them are JavaScript or web friendly. In this talk Hasan will get into AR and VR development from the perspective of a web app developer who is competent with modern JavaScript and web development tools. He will also introduce a way to share what you build on the growing Oculus platform, and why Oculus is a great entry point for VR.
Objective
Learn how to approach your first feature or project involving AR or VR in your applications that run in browsers and mobile devices, all using JavaScript
Target Audience
Web application developers interested in building AR and VR driven features in their web applications
Assumed Audience Knowledge
JavaScript, web technology
Five Things Audience Members Will Learn
WebGL basics
Intro to React360
Working with Three.js
What types of use cases to apply AR and VR technology to
Building for Oculus
The presentation describes the Wikitude SDK and its technology stack, as well as the Wikitude Studio, the AR content creation and management system developed by the creators of the Wikitude World Browser.
Building the Matrix: Your First VR App (SVCC 2016)Liv Erickson
The slides from my talk, Building The Matrix: Your First VR App at Silicon Valley Code Camp, Oct. 2016. Development, design, and sample projects for virtual reality applications.
this presentation covers the very aspects of creating the virtual environments and also gives a small tutorial on how to create AR apps to create custom synthetic environments.
Lecture 6 of the COMP 4010 course on AR/VR. This lecture is about designing AR systems. This was taught by Mark Billinghurst at the University of South Australia on September 1st 2022.
Building Holographic & VR Experiences Using the Mixed Reality Toolkit for UnityNick Landry
Mixed Reality blends people, places and things across a full spectrum ranging from the real-world to digital virtual worlds. This session is your introduction to building 3D applications and games for Windows Mixed Reality using C#, Visual Studio and Unity. We’ll start with a quick recap of Mixed Reality, the HoloLens device, immersive headsets and the Universal Windows Platform (UWP), and talk about interacting with holograms using gaze, gestures and voice. Next, we’ll dive into building 3D apps for Windows Mixed Reality in Unity with C#, using the Mixed Reality Toolkit for Unity, exporting our project to Visual Studio and running it on either a HoloLens device, an immersive Mixed Reality headset or the HoloLens Emulator. Science fiction becomes science fact, and Unity & UWP developers are at the front of this revolution. Come learn how to get started and build your journey into a world of holograms you create.
Similar to Getting started with Unity and AR/VR for the .NET developer... Reloaded! (20)
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Field Employee Tracking System| MiTrack App| Best Employee Tracking Solution|...informapgpstrackings
Keep tabs on your field staff effortlessly with Informap Technology Centre LLC. Real-time tracking, task assignment, and smart features for efficient management. Request a live demo today!
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3. Agenda
Introduction to Mixed Reality
VR interactions and locomotion using Unity and SteamVR
Enabling Oculus Quest passthrough
Telepresence using points cloud
Hand-tracking
5. The state of things as they “actually
exist” through our human senses
without any technology.
Artificially created sensory experiences of
people, environments and objects, which can
include sight, touch, hearing, and smell.
PHYSICAL REALITY VIRTUAL REALITY
7. PHYSICAL
REALITY
DIGITAL
REALITY
MIXED REALITY (MR)
Windows Mixed Reality Holographic Devices (see-through) / Magic Leap / Nreal Light
/ RealWare HMT-1 / LYNX-R / Meta Project Aria, Project Cambria / Varjo
Oculus Quest 2 / HTC VIVE - Cosmos / Valve Index / Windows Mixed
Reality Immersive Devices (Opaque) / Varjo
AR
TODAY
VR
TODAY
Physical - Digital Reality Spectrum
*The term mixed reality was originally introduced in a 1994 paper by Paul Milgram and Fumio Kishino, "A Taxonomy of Mixed Reality Visual Displays."
32. 7 – Use object
pooling
• Try to not
instantiate objects
at runtime but
reuse instanced
using object pooling
https://github.com/davidezordan/PerformanceBounceback/blob/master/PerformanceBounceback
35. What are
passthrough
APIs?
https://developer.oculus.com/experimental/passthrough-api/
• Passthrough APIs must be enabled using experimental features using
adb:
adb shell setprop
debug.oculus.experimentalEnabled 1
• Must be enabled in the OVR Manager script of the OVRCameraRig:
• Require additional passthrough script:
• Enable
development of
pass-through
experiences using
Quest
• New SDKs recently
announced (Voice,
Hands
manipulations)
38. Collaboration
• Facebook Horizon Worlds
Social experience
https://www.oculus.com/facebook-horizon/
• Facebook Horizon Workrooms
Collaboration experience for meetings
https://about.fb.com/news/2021/08/introducing-horizon-
workrooms-remote-collaboration-reimagined/
• Microsoft Mesh
Virtual collaboration / Holoportation
https://www.microsoft.com/en-us/mesh
Source: https://techcommunity.microsoft.com/t5/mixed-reality-blog/microsoft-mesh-app-august-2021-update-new-features/ba-p/2746856
39. Telepresence
• Requires a sensor like Kinect for capturing colors and depth data from
cameras.
• Captured data (e.g., arrays of Vector3[] / Color[]) can be transmitted
over the network via sockets.
• Requires a PC to act as a server.
• A full implementation is available here:
Kowalski, M.; Naruniec, J.; Daniluk, M.: "LiveScan3D: A Fast and
Inexpensive 3D Data Acquisition System for Multiple Kinect v2 Sensors". in
3D Vision (3DV), 2015 International Conference on, Lyon, France, 2015
https://github.com/MarekKowalski/LiveScan3D
• Further improvements could include audio streaming, usage of other
protocols (e.g. WebRTC)
• Streaming point
clouds to AR/VR
devices
57. Summary
What is Mixed Reality
Why Mixed Reality
How to develop for AR/VR
VR Interactions / Locomotion
Performance considerations
Using Oculus passthrough mode
Telepresence
Developing for AR
Mixed Reality Services
58. Key takeaways:
Check performance early and often to avoid motion sickness
Design properly the experience for maximising the user immersion
Use cloud services to enhance the user experience (speech, vision, anchors)
Collaboration using AR/VR is an important topic which requires research
59. “Any sufficiently advanced technology is
indistinguishable from magic”
Arthur C. Clark, Profiles of the future, 1961
61. References
Coursera “Introduction to Virtual Reality”
https://www.coursera.org/lecture/introduction-virtual-reality/introduction-to-plausibility-illusion-psi-K5PGj
Cognitive Services
https://azure.microsoft.com/en-us/services/cognitive-services
Oculus VR performance optimization guide
https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-performance-opt-guide
Mixed Reality Academy and Azure Services tutorial
https://docs.microsoft.com/en-us/windows/mixed-reality/tutorials
Unity: the most common mistakes to avoid
https://unity3d.com/how-to/unity-common-mistakes-to-avoid
Microsoft Ignite
https://8gportalvhdsf9v440s15hrt.blob.core.windows.net/ignite2017/session-presentations/BRK2404.PPTX
62. References
Oculus passthrough APIs
https://developer.oculus.com/experimental/passthrough-api/
Kowalski, M.; Naruniec, J.; Daniluk, M.: "LiveScan3D: A Fast and Inexpensive 3D Data Acquisition System
for Multiple Kinect v2 Sensors". in 3D Vision (3DV), 2015 International Conference on, Lyon, France, 2015
https://github.com/MarekKowalski/LiveScan3D
Displaying a Point Cloud Using Scene Depth
https://developer.apple.com/documentation/arkit/environmental_analysis/displaying_a_point_cloud_usin
g_scene_depth
iPad LiDAR Depth Sample for Unity
https://github.com/TakashiYoshinaga/iPad-LiDAR-Depth-Sample-for-Unity
Prof. Mark Billinghurst - COMP 4010: Virtual Reality lectures – Introduction to XR
https://www.slideshare.net/marknb00/comp-4010-2010-lecture1introduction-to-xr
63. References
Prof. Mark Billinghurst - COMP 4010: Virtual Reality lectures – Research directions
https://www.slideshare.net/marknb00/comp4010-lecture12-research-directions