Developer Creates Scan of Apartment to Work Inside of VR for 30 Days

Turin, Italy-based developer Enea Le Fons is aiming to spend more than 30 days of extended stints in VR, and although he won’t be able to qualify for any records—he’s still eating, sleeping, and using the bathroom sans headset—Le Fons is hoping to use his time in VR to explore its long-term effects while developing applications he says will help make “VR an essential part of our daily life.”

Le Fons started his 30-day challenge shortly after the release of Steven Spielberg’s film Ready Player One (2018), and although he’s nearing the end of his full 30 days, according to a SkarredGhost exclusive, he’s adding on another 15-30 days of multi-hour stints immersed in VR. It’s a bit of a solo-hackathon to come up with ideas related to a person’s normal activities like sitting, chatting, and even going to the dance club.

In effort to make his life easier in the some 7 to 16-hour sessions split between an HTC Vive, Vive Focus, and the new HTC Vive Pro, Le Fons completely ‘digitized’ his entire apartment using photogrammetry, and even created individual captures of things like chairs, tables and dishware. Importing it all into Tilt Brush (2016), Le Fons is able to make art in a sort of virtual-augmented version of the studio.

It isn’t all just Tilt Brush creations though; Le Fons also attached Vive Trackers to his physical furniture, making it possible to simply grab a chair and sit in it while in VR, or even operate his turntable to listen to music. A VR-tracked Roomba seemed like a perfect fit for Vive Tracker too.

image courtesy Enea Le Fons

Since he has a complete 3D model of his studio, he’s also spliced them into Unreal Engine prototypes using the Unreal Engine VR Editor. Simply put, he can work on VR projects while inside VR in a digital version of his house.

When not throwing the model of his apartment directly into his creations and developing from within his virtual-augmented reality space, Le Fons used the time to prototype 3D furniture that could be later laser-cut and realized in the physical world, and a martial arts/yoga experience he used to practice MMA and for his Hatha Yoga routines. Using a Beatmix DJ console, two Vive trackers, Ableton Live and Unreal Engine’s MIDI in-out capabilities, he also tinkered with performing a DJ set in VR.

Using Mozilla’s A-frame, Le Fons also experimented with creating a multi-user environment that worked completely through the web. “The first results are very promising, even if the un-ripeness of the A-frame framework didn’t allow to create a perfectly usable and stable experience just yet,” Le Fons said.

Taking his Vive Focus to a dance club with a prototype sound-reactive music experience, he says he’s “confident more development and design will likely make this app a commercial and cultural hit.”

image courtesy Enea Le Fons

Le Fons’ 30-day challenge isn’t the usual dash to post a new world record; it’s been more about finding a reason to stay in VR and live there comfortably. We’re hoping to see the fruits of his labor sometime soon, as he says they will be open-sourced to share with the greater VR community.

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VR Tour App ‘MasterWorks’ Uses Photogrammetry to Bring You to 4 Fully Explorable Heritage Sites

MasterWorks: Journey Through History (2018) is a new app for Oculus Rift and Gear VR that takes you on a guided tour through four cultural sites spanning three continents. Created using photogrammetry and presented with audio clips from experts, collectible artifacts and 3D 360 photos, the app does more than just let you explore the sites; it preserves these sites digitally while teaching you about the real-world threats they face amidst a rapidly changing climate.

Spanning over 3000 years of human history, you’ll be able to visit:

  • The historical city of Ayutthaya, Thailand, the second  capital of the Siamese Kingdom
  • Chavín de Huántar, a pre-Incan temple in the Peruvian Andes
  • Mesa Verde Native American cliff dwellings of Colorado
  • The stone carvings of Mt Rushmore in South Dakota

You can download MasterWorks: Journey Through History for Rift here, and for Gear VR here.

Norman Chan and Jeremy Williams of Tested visited CyArk, the studio behind MasterWorks, to talk a little about how they captured the sites.

Founded in 2003, the non-profit company’s mission, CyArk CEO John Ristevski told Tested, is to capture, share and archive the world’s cultural heritage.

“We capture these places in accurate 3D, we archive it in case something happens to these sites – in case of destruction or damage – and we also makes this data available in interesting ways, such as in VR,” Ristevski explained.

The studio does this by using a laser-scanning Light Detection and Ranging device (LIDAR) and photo imagery using professional-level DSLRs and imagery captured via drones. Combining these two fundamental techniques, the company can make highly-accurate recreations of scenes like the ones seen below.

As it stands now, the process of creating these experiences is still pretty arduous, requiring between 5-7 days of on-site time to capture an area about the size of a quarter-mile squared area (about 400m squared).

CyArk Director of Product Scott Lee tells Tested their team uses motion-controlled camera rigs to capture the photos, which he says ensures the required 60-80 percent overlap is obtained to generate the photogrammetric models.

You can check out the full video interview here.

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Photogrammetry Showcase ‘Realities’ Update Brings New Content, Touch Support, and Improved Visuals

Realities, a ‘virtual travel’ title that presents near photo-realistic VR captures of real-world locations, has received a major update. In addition to a new explorable location, the software has been overhauled to support forward rendering and improved support for Oculus Rift and Touch.

Practically as old as photography itself, use cases for photogrammetry (making measurements from photos) have evolved over time, from triangulation and georeferencing through to movie CGI production and most recently, real-time game environments. The Vanishing of Ethan Carter is a famous example of using the technique in Unreal Engine 3 (see The Astronauts’ blog for a detailed explanation), and Realities.io took a photo-realistic approach to create their free SteamVR product Realities using Unreal Engine 4, which launched alongside the HTC Vive in April 2016.

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After a strong start, the Realities team remained fairly quiet as work went on behind the scenes. The limited selection of scanned environments is now being expanded, with a major update that adds 6 spots in California’s Death Valley, combined with new, atmospheric audio. The update also adds improved Oculus Rift and Touch support, and a number of visual improvements that affect all the environments, including a switch to forward shading, which allows for better anti-aliasing (now able to run on a minimum spec PC with 4xMSAA).

Full details can be found on Realities’ News page on Steam, and according to a developer post on Reddit, further scans are coming soon in diverse locations such as Maine State Prison, Cologne Cathedral, and Omaha Beach.

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