Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Codemotion
Since the Kickstarter campaign in August 2012, Oculus Rift targeted games for Virtual Reality. "If a game works, then everything will work". Even though VR has been used a lot for business and industrial purposes, the community of VR and game developers pushed forward the platform and the limits of this new medium. In this talk I will analyze the process of design and development of Yon Paradox, sharing our results on what went good and what didn't work.
Dynamic Wounds on Animated Characters in UE4Michał Kłoś
Talk describes the challenge of combining rich VFX with interaction of animated characters. During the presentation will give an overview on setup of materials, scripting and programming. Profiling and background of technical constraints will also be brought up. This talk covers technical art topics, but artists and programmers will also find interesting details. Best for people familiar with Unreal Engine 4 or for those who want to see how to create current state of the art VFX with UE4.
The Technology Pipedream - A Development Fallacy. The role of technology in game design and development - by Ivan Beram. The updated and extended presentation delves into the nature of technology and games, and how one can be mixed up as being the other; using the author\'s experiences working in the industry, with Far Cry as an illustrative example.
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentRafael Ferrari
After working with VR technology for more than one year straight, with Rococo VR and Finding Monsters Adventure VR, we are more then happy to share our tips and tricks regarding Gear VR game development. From programming to interface, come over and bring your questions!
We talked about how we translated Finding Monsters Adventure universe to the marvellous technology of Virtual Reality, showing what we learned in terms of programming, experience, project and usability. We will talk about the challenges we faced, the path we took, the tricks we discovered and the result we achieved in order to create a cool, comfortable and funny VR game.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
Unity3D is a great authoring tool to create 3D applications.
Regarding immersive virtual reality, its capabilities are limited.
We will discuss the challenges and solutions to create great VR applications in Unity!
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
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
Virtual Reality gaming: analysis of Yon Paradox development - Fabio Mosca - C...Codemotion
Since the Kickstarter campaign in August 2012, Oculus Rift targeted games for Virtual Reality. "If a game works, then everything will work". Even though VR has been used a lot for business and industrial purposes, the community of VR and game developers pushed forward the platform and the limits of this new medium. In this talk I will analyze the process of design and development of Yon Paradox, sharing our results on what went good and what didn't work.
Dynamic Wounds on Animated Characters in UE4Michał Kłoś
Talk describes the challenge of combining rich VFX with interaction of animated characters. During the presentation will give an overview on setup of materials, scripting and programming. Profiling and background of technical constraints will also be brought up. This talk covers technical art topics, but artists and programmers will also find interesting details. Best for people familiar with Unreal Engine 4 or for those who want to see how to create current state of the art VFX with UE4.
The Technology Pipedream - A Development Fallacy. The role of technology in game design and development - by Ivan Beram. The updated and extended presentation delves into the nature of technology and games, and how one can be mixed up as being the other; using the author\'s experiences working in the industry, with Far Cry as an illustrative example.
Vision Summit 16 - Tips and Tricks for VR Game DevelopmentRafael Ferrari
After working with VR technology for more than one year straight, with Rococo VR and Finding Monsters Adventure VR, we are more then happy to share our tips and tricks regarding Gear VR game development. From programming to interface, come over and bring your questions!
We talked about how we translated Finding Monsters Adventure universe to the marvellous technology of Virtual Reality, showing what we learned in terms of programming, experience, project and usability. We will talk about the challenges we faced, the path we took, the tricks we discovered and the result we achieved in order to create a cool, comfortable and funny VR game.
SAE AR/VR - The challenges of creating a VR application with UnitySebastien Kuntz
Unity3D is a great authoring tool to create 3D applications.
Regarding immersive virtual reality, its capabilities are limited.
We will discuss the challenges and solutions to create great VR applications in Unity!
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
Magictap an interactive marketing agency; focusing on bridging the worlds of digital and tangible in the brand activation, experiential and retail environments. Our technology functions beautifully during the outdoor events, Sports, roadshows conferences, corporate events, international meets/summits, of top notch delegates making it look niche yet interactive in a unique way.
"Improving the VR experience, from the authors to the users"
Creating an immersive virtual reality application is a big challenge: choosing (or creating) the right hardware, choosing (or creating) the right software, and finally crafting the user experience. The hardware is increasingly powerful and accessible, but we don't know how to make the best of it. This is in part because designing a VR experience is a complex software task, and is also due to our limited understanding of the main component of the system: the user.
In this talk we will focus the current trends in system design, on the goals and design of MiddleVR, a generic VR plugin aimed at simplifying the creation of VR applications and we will discuss how our understanding of human perception can be used to improve the VR experience.
The Bloodhound Supersonic Car: Innovation at 1,000 mphAtkins
The Bloodhound Supersonic Car is an extraordinary automobile. Designed for a top speed of 1,050 mph (1.3 times the speed of sound), it is hoping to beat the world land speed record in Northern Cape, South Africa in 2015 and 2016. Atkins’ expertise in stress and finite element analysis, advanced composites methods and vehicle safety is helping Bloodhound to reach this goal. Find out more: http://bit.ly/atk-ssc
This presentation was first delivered at the Pacific Northwest American Institute of Aeronautics & Astronautics (PNW AIAA) Technical Symposium Innovation @ the Edge in Seattle, Washington in November 2014.
This presentation is about water transport and coastline of Poland, Portugal, Belgium, France, Norway and The Netherlands and was created as part of the Comenius Project "Water4Europe"
A presentation on the Unreal Engine, a game engine used for developing games for various platforms like PC, PS4, Xbox1, etc.
For more visit: http://paradoxland.com and http://funfactsabout.net
A new age technology & use of basic principle of science in the field of transportation.Deals in the area of material science & electrical engineering.
Presentation from IT Brunch "Learn from failures" conference (online, June 2012) about my experience and lessons learned from Tracer Bullet Development approach
Presentation on our 3-month research and prototyping project in augmented reality for mobile phones. Presented at MEIC5 event (Mobile Experience Innovation Center) at the Ontario College of Art and Design, Toronto, Canada. November 26, 2009.
Virtual Reality for Training, Learning, Education and VisualisationDaden Limited
A presentation version of our Virtual Reality white paper taking a balanced look at the use of Virtual Reality in support of training, and some of the issues that need to be considered.
This slide is my observation of VRAR technology and market with my visiting in CES 2018. Although the VR market has been going up and down in past three years, market leaders (like Vive or so) are still pushing the product spec toward better experience (finer resolution and wireless), and start-up companies are focusing on innovative tracking solutions for whole-body and fingers. Hope this slide helps those who are interested in the VR tech development.
Kalan Ray (Magnopus): Bringing the Land of the Dead to Life: The Making of Co...AugmentedWorldExpo
A talk from the Design Track at AWE USA 2018 - the World's #1 XR Conference & Expo in Santa Clara, California May 30- June 1, 2018.
Kalan Ray (Magnopus): Bringing the Land of the Dead to Life: The Making of Coco VR
Delve into the making of Coco VR, the stunning virtual reality experience set inside the world of Disney•Pixar’s Oscar-winning animated film, with Kalan Ray, Development Supervisor at Magnopus. In this session, Kalan will discuss how Magnopus and Disney•Pixar teams collaborated closely – including working together within VR itself – to expand the world of Coco as an experience fans can share with their friends on Oculus Rift and Gear VR.
http://AugmentedWorldExpo.com
Simple yet extremely important rules when designing and creating any content for virtual reality which should yield in high immersive experiences. Workflow setups between multiple modelling tools and substance painter using PBR materials exporting into game engine Unity 3D.
Learning The Rules to Break Them: Designing for the Future of VRMichael Harris
The VR developer space is riddled with a myriad of design guides, advice, and prohibitions. This talk will provide a survey of the current state of best practices for VR design and discuss how this new human-computer interface provides unique opportunities and challenges for designers. With three years experience developing for every commercially available VR and AR platform, the speaker will also address some unique lessons learned experimenting with this new space and discuss how bending or breaking these emerging design paradigms might unlock exciting new possibilities for the future of VR interfaces. By the end of this talk, participants will have:
Explored the extent to which VR interfaces relate to and differ from more traditional human-computer interfaces.
Received a comprehensive overview and analysis of current emerging VR design paradigms.
Explore the potential for the future of VR interfaces through the practical experiences gained from several years spent in VR design.
With the advance of virtual reality technologies like HMD (head-mounted-displays) creatives together with UX/UI designers face today one of the most exciting moments one could ever ask for – the challenge of a new medium and the opportunity to create a range of symbology which will help design great immersive and engaging experiences.
Save 10% off any upcoming FITC event with discount code 'slideshare'.
Details at www.fitc.ca
Sleepy Hollow & Narrative In VR with Stefan Grambart
OVERVIEW
Narrative experiences in VR have come a long way this past year, and Secret Location was at the forefront with our Emmy-winning Sleepy Hollow VR experience. This new medium poses many challenges to historically reliable cinematic and scripting techniques, forcing VR storytellers to innovate and develop new strategies to engage audiences.
OBJECTIVE
As the creative lead on Sleepy, I want to share my experiences working on our first VR project and outline our discoveries and challenges around what it takes to tell a meaningful story in virtual reality.
TARGET AUDIENCE
Content creators in the Film & TV industries, game developers, and VR enthusiasts
ASSUMED AUDIENCE KNOWLEDGE
Awareness of virtual and augmented reality as new media, and the difference between the two.
FIVE THINGS AUDIENCE MEMBERS WILL LEARN
How Secret Location brought Sleepy Hollow to life in VR
A method to script 360º narrative experiences
Live vs computer modelled actors
The importance of audio as an immersion technique
Leveraging contextual interactivity
A talk from the Consumer Track at AWE USA 2017 - the largest conference for AR+VR in Santa Clara, California May 31- June 2, 2017.
Steve Dann (Amplified Robot): Escape Room VR
Tick Tock Unlock, the story behind the creation of a multiplayer VR escape room experience.
http://AugmentedWorldExpo.com
Virtual arts presentation - Casual Connect Berlin 2017 - Getting your VR game...Nizar Romdan
With the emergence of a variety of platforms from PC to mobile in the hot and exciting world of VR, it is critical to target a maximum range of platforms. However getting your game performance right across these platforms might reveal to be a tricky task considering the difference in capabilities of the various VR headsets. The talk will cover how to go about getting the performance right and will share tips to optimise your games
An introductory presentation about the Unity game engine given at GarageGeeks HQ in 2012, meant to bring programmers who have no game development experience up to speed with Unity
Hybrid optimization of pumped hydro system and solar- Engr. Abdul-Azeez.pdffxintegritypublishin
Advancements in technology unveil a myriad of electrical and electronic breakthroughs geared towards efficiently harnessing limited resources to meet human energy demands. The optimization of hybrid solar PV panels and pumped hydro energy supply systems plays a pivotal role in utilizing natural resources effectively. This initiative not only benefits humanity but also fosters environmental sustainability. The study investigated the design optimization of these hybrid systems, focusing on understanding solar radiation patterns, identifying geographical influences on solar radiation, formulating a mathematical model for system optimization, and determining the optimal configuration of PV panels and pumped hydro storage. Through a comparative analysis approach and eight weeks of data collection, the study addressed key research questions related to solar radiation patterns and optimal system design. The findings highlighted regions with heightened solar radiation levels, showcasing substantial potential for power generation and emphasizing the system's efficiency. Optimizing system design significantly boosted power generation, promoted renewable energy utilization, and enhanced energy storage capacity. The study underscored the benefits of optimizing hybrid solar PV panels and pumped hydro energy supply systems for sustainable energy usage. Optimizing the design of solar PV panels and pumped hydro energy supply systems as examined across diverse climatic conditions in a developing country, not only enhances power generation but also improves the integration of renewable energy sources and boosts energy storage capacities, particularly beneficial for less economically prosperous regions. Additionally, the study provides valuable insights for advancing energy research in economically viable areas. Recommendations included conducting site-specific assessments, utilizing advanced modeling tools, implementing regular maintenance protocols, and enhancing communication among system components.
Water scarcity is the lack of fresh water resources to meet the standard water demand. There are two type of water scarcity. One is physical. The other is economic water scarcity.
Industrial Training at Shahjalal Fertilizer Company Limited (SFCL)MdTanvirMahtab2
This presentation is about the working procedure of Shahjalal Fertilizer Company Limited (SFCL). A Govt. owned Company of Bangladesh Chemical Industries Corporation under Ministry of Industries.
Immunizing Image Classifiers Against Localized Adversary Attacksgerogepatton
This paper addresses the vulnerability of deep learning models, particularly convolutional neural networks
(CNN)s, to adversarial attacks and presents a proactive training technique designed to counter them. We
introduce a novel volumization algorithm, which transforms 2D images into 3D volumetric representations.
When combined with 3D convolution and deep curriculum learning optimization (CLO), itsignificantly improves
the immunity of models against localized universal attacks by up to 40%. We evaluate our proposed approach
using contemporary CNN architectures and the modified Canadian Institute for Advanced Research (CIFAR-10
and CIFAR-100) and ImageNet Large Scale Visual Recognition Challenge (ILSVRC12) datasets, showcasing
accuracy improvements over previous techniques. The results indicate that the combination of the volumetric
input and curriculum learning holds significant promise for mitigating adversarial attacks without necessitating
adversary training.
Sachpazis:Terzaghi Bearing Capacity Estimation in simple terms with Calculati...Dr.Costas Sachpazis
Terzaghi's soil bearing capacity theory, developed by Karl Terzaghi, is a fundamental principle in geotechnical engineering used to determine the bearing capacity of shallow foundations. This theory provides a method to calculate the ultimate bearing capacity of soil, which is the maximum load per unit area that the soil can support without undergoing shear failure. The Calculation HTML Code included.
Student information management system project report ii.pdfKamal Acharya
Our project explains about the student management. This project mainly explains the various actions related to student details. This project shows some ease in adding, editing and deleting the student details. It also provides a less time consuming process for viewing, adding, editing and deleting the marks of the students.
3. Elemental VR
Released at E3 2013
Our first foray into getting UE4 to
render stereoscopic images and VR
hardware support. We ported the
“Elemental” tech demo which debuted
at GDC that year.
4. Strategy VR
Released at CES 2014
Using the Crystal Cove prototype, we
explored scale and positional
movement in VR by adapting existing
game content.
5. Couch Knights
Released at GDC 2014
Using the DK2, we explored social
spaces in VR, as well as simple
gameplay.
6. Showdown
Released at Oculus Connect 2014
Designed to max out the new Nvidia
980 hardware, while running at 90Hz
on the new Crescent Bay hardware.
Content was adapted from the
“Samaritan” and “Infiltrator” demos.
7. Thief in the Shadows
Released at GDC 2015
Collaboration with Weta Digital’s
R&D team to understand how film
content could be adapted to real time
VR experiences.
8. What do all of our previous
efforts have in common?
9. What do all of our previous
efforts have in common?
Adapted Content.
10. We have something new in the
Oculus Touch, so we should create
something new on the content side.
11. Bullet Train
Released at Oculus Connect 2015
Our first foray into serious, only-
possible-in-VR gameplay using motion
controllers.
12.
13. Design Considerations for Bullet Train:
● Raise the visual bar over “Showdown”
● …while running on the Oculus recommended
spec hardware.
● Interesting environment / architecture
● Motion Controls
● Test the engine, rendering improvements
21. Mix and Match!
While the majority of the assets were
custom-built for Bullet Train, we did buy
some assets, and cleaned them up for use
in the level
● Train Exterior
● Weapon Pack
● Character reskinned from “Infiltrator”
23. Option 1: Hogan’s Alley
A standard “shooting gallery” style gameplay
Fun, supports multiplayer easily, but staying in one place is
boring!
24. Option 2: Action Film!
Move through the world, taking out enemies.
Inspired by action movie “one-shots” like Oldboy and Hard
Boiled
Hard Boiled (1992) Oldboy (2003)
25. Option 2: Action Film!
The moving “one-shot” is a classic technique for action
sequences
For us, it solves the “movement problem,” because the camera is
moving through the action continuously.
Oldboy (2003)
26. Anatomy of a Chain
1. Player has two enemies to engage
27. Anatomy of a Chain
2. Player tosses weapon at enemy
28. Anatomy of a Chain
3. Player teleports to the downed
enemy, grabs gun out of the air
29. Anatomy of a Chain
4. Player uses the same gun to shoot
the next enemy
31. Option 2: Action Film!
Advantages:
• Movement through the environment keeps
things interesting
• Constrained in terms of content, animation,
and AI scripting needs
• “Chaining” gameplay
33. When you’re stationary and
interacting with objects in front
of you in the virtual world, the
two trackers have line-of-sight
to your HMD and both
controllers. No problems!
Option 2: Action Film!
34. When the player is moving
past their targets, it’s easy to
over-rotate!
This causes occlusion of the
hands, and breaks tracking.
Option 2: Action Film!
35. Option 2: Action Film!
No good! But what did we learn?
• Movement keeps things fun!
• Like in “Showdown,” careful non-player
controlled movement is fun
– Start them moving right away, but fade in!
• We need to control both angle and engagement
distance
37. Option 3: Magic!
Let’s take the best parts of the previous methods:
• Stationary Shooter: controlled distance, always
facing the action
• Action Film: movement around the environment,
exciting action
38. Option 3: Magic!
Since you’re already a disembodied set of hands,
why not let you teleport?
Gives us control where the player goes:
– Limits the content needed
– Controls the direction they’re facing
– Less overwhelming to players
40. Option 3: Magic!
It works!
We use trickery to keep the action in the center of the
map, so the player is always facing what’s most
important.
But, there were a few tricks we needed to add to make it
feel right…
41. Option 3: Magic!
“Teleport Blink”
• A brief fade to white cues the player
• Sound helps immensely!
• We left a trail behind to show you where you’ve
come from
42. Option 3: Magic!
Teleporter Selection
• Originally, players looked at what they wanted to
teleport to, but that doesn’t work in frantic combat
• Moved teleporter control to the hand, with snapping,
which lets players point at targets
43. But…how do we get that awesome
action movie feel? Teleporters aren’t
close to the enemies…
44. Option 3: Magic!
In order to preserve the
hand-to-hand engagement
distances, we added the
“stealth teleport.”
Allows you to “reach out and
punch someone,” as well as
some cool combos.
The Raid: Redemption(2011)
45. Option 3: Magic!
Teleporters were a nice solution, but they’re not without
their own issues.
• Re-orientation can still confuse players
• People still want to move around their “local space”
• Action doesn’t always keep in the center
• People simply forget they can do it.
46. So, now we know how we’re going to
get around, but what about gameplay?
47. We have guns, grenades, and rockets
stubbed in, so how do we make it awesome?
48. In short, we need to make you feel like a badass.
The Matrix (1999)
49. Failure is not an option!
Very few have used VR, and even less have
used motion controls.
● No death, only more badass
● Lots of invisible helpers
50. Anatomy of a Throw
Not many people are great at throwing
things in real life.
However, throwing something and
hitting your mark is really satisfying!
51.
52.
53.
54.
55.
56.
57.
58.
59.
60.
61.
62.
63. Anatomy of a Throw
● Take the view, and trace
the plausible targets
● Compute path based on
the player’s hand velocity
and angle
● Try a few different arcs to
get it to the destination
● Don’t make it obvious!
64. Rocket Throwing
The original idea was for players to grab the
rockets, aim them, and then let them fly.
Some people got this, other failed spectacularly.
71. This worked great when designers played the game!
But when other people played…
72.
73. Most often, when players failed, they were
trying to throw the rocket overhand.
Solution: Let them throw rockets!
74. The Mechanics of Rocket Throwing
● Player grabs the rocket
● Average the velocity of the rocket for the
past few frames to get the “intent”
● Hysteresis is your friend (and a great word)
● Add visual flourishes to make it feel less
controlled
75. This got most of the people most of the way
there…
But some people still had some trouble hitting the
target. What do we do?
83. With our highly reflective
environment, you need
reflections to make objects
feel grounded.
Faked Reflections
84. Let’s leverage an old trick!
Use underground proxy
geometry (in this case, a quad),
so it skews the same way as the
actual object.
Texture it with a capture of the
object, and then modify the
reflection using the surface
data from the Gbuffer.
Faked Reflections
85. While we pay a higher base cost for the GBuffer, it lets us
leverage all that information for tricks such as this.
87. In this case, we use two static
meshes attached to the feet as
our proxies.
In the vertex shader, we use
proxy position compared with
the actor position to line up the
proxy geometry to the view, to
allow for cheap “animation”
Faked Reflections
88. We then blended between two
captures of the leg, one
forward and one to the side, in
the vertex shader, based on the
angle between the leg and the
camera
Faked Reflections
89. Flattening Materials
Reflections on the enemy
character were now cheap, but
his material was most certainly
not!
Adapting a trick from mobile,
we “flattened” the materials by
baking multiple materials
down to just two.
95. Because we had ambitious visual goals, mere
content optimization wasn’t enough.
Time to implement some general optimizations
at the engine level.
• Hidden (and Visible!) Area Meshes
• Instanced Stereo Rendering
96. Hidden and Visible Area Meshes
There’s a lot of wasted space that you can’t see!
97. Hidden and Visible Area Meshes
Hidden area meshes were
already covered by Valve’s
Alex Vlachos at GDC
2015.
Here’s how it works…
98. Hidden and Visible Area Meshes
Draw the hidden area mesh at the near plane before the depth pre-
pass and the base pass
99. Hidden and Visible Area Meshes
Next, draw the scene as normal. The GPU will reject pixels
already masked out by the mesh, because they depth fail.
100. Unfortunately, we weren’t
seeing the 10 – 14% gains
that others have seen by
doing that.
But, we pay a lot in post-
processing time!
Hidden and Visible Area Meshes
101. Use the inverse of the hidden area mesh, and use that for post
processing, instead of a quad.
Hidden and Visible Area Meshes
102. Much better! With the
two techniques combined,
we were seeing:
Oculus ~0.25 - 0.3 ms
Vive ~0.3 - 0.4 ms
PSVR ~1.0 ms
Hidden and Visible Area Meshes
103. Instanced Stereo Rendering
In our old way of stereo rendering, we’d duplicate every draw call,
which is easy to implement, but really taxes the CPU
104. Timothy Wilson proposed a
better technique at SVVR in
2015. Instead of duplicating
everything, let the hardware do
the instancing for us. Each
draw call draws both eyes at
the same time. We save CPU
time!
Instanced Stereo Rendering
105. By using instancing, we make one draw call draw two times, using
the left and right eye transforms.
Instanced Stereo Rendering
106. To see how this works step-by-step, let’s draw this simple test scene
using instancing.
Instanced Stereo Rendering
107. Draw geometry twice using instancing. One instance gets the left eye
uniforms, while the other gets the right eye uniforms.
Instanced Stereo Rendering
108. Next, since we’re drawing to half the view port, scale things by half
horizontally.
Instanced Stereo Rendering
109. Then, translate each eye so that they’re in the proper left and right eye
positions.
Instanced Stereo Rendering
110. Finally, clip the left and right eyes at the center border using user
clipping planes.
Instanced Stereo Rendering
111. This was a huge win! On Bullet Train, this saved
about 1.5 ms on the CPU, and 0.75 ms on the GPU!
Showdown had about 500 unique draw calls, where
Bullet Train had ~2300!
Instanced Stereo Rendering
112. Special Thanks:
Nick Whiting, Nick Donaldson, Chad Taylor,
Ryan Brucks, Jerome Platteaux, Tommy
Jacob, Artem Bolgar, and the rest of the
Bullet Train team!
Thanks!