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The Challenges of!
Creating VR Applications!
in Unity
Sébastien Kuntz!
Sebastien.Kuntz@imin-vr.com!
CEO
Sébastien Kuntz
!

•

Founder & President!

• 12 years in VR!
!

•

- French railways!
!

•
• Simplify VR!
• Creation!
• Deployment!
• So YOU can spend more time creating
applications
Plan
• Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Rendering speed!
• MiddleVR for Unity!
• Conclusion
Plan
Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
• Platform for creating interactive 3d applications!
• Widely used!
• 2 million registered developers!
• Certified by the US Army and Air Force!
• Clients : Bigpoint, Cartoon Network, CocaCola, Disney, Electronic Arts, LEGO,
Microsoft, NASA, Nickelodeon, Ubisoft, US
Army, Warner Bros.
• High-quality rendering!
• Deferred renderer!
• Occlusion culling!
• Realtime shadows!
• Ambient occlusion!
• Light mapping
Unity 3D
Features
• Programming!
• C#, Javascript!

3D formats !

• Profiler!
• Physics!
• NVidia PhysX!
• Cloth!
• Soft/rigid bodies!
• Ragdolls!
• Cars

FBX, Collada, 3DS,
OBJ…!
Audio engine!
Networking!
Terrain
Editor

• Simple to use!
• Create your own tools inside Unity
Asset store
• Buy / sell assets!
• 3D models!
• Textures!
• Shaders!
• Scripts!
• Editor plugins
Desktop
Plan
• Unity!

Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Plan
• Unity!
• Challenges!

Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Virtual reality
Presence in a virtual world

(c) eMagin

(c) Barco
Experience of presence
is in your brain !
Cognitive presence
Perceptive presence
To create and maintain presence,
you need to ...
• Build hardware
• Build software
• Build user experience
Plan
• Unity!
• Challenges!
• Presence!

Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Device management

Physical device!
!

Driver

Application
Device management
Tracker 1!

Driver Tracker 1
Application

Tracker 2!
!

Driver Tracker 2
Plan
• Unity!
• Challenges!
• Presence!
• Device management!

Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Correct perspective

(c) Johnny Lee
Correct perspective
Stereoscopy
Warping & Blending
Graphics cards
limitations

• Number of outputs!
• Processing power
multiple
graphics cards
• Pro!
• More outputs!
• More processing power!
• Con!
• 3D engines are not optimized for multi-pipe
Cluster
• Pro!
• More outputs!
• More processing power!
• Con!
• 3D engines don’t support clustering
Cluster

• No seams across displays require 3 layers of sync!
• 3D objects synchro (Scenelock)!
• New images display (Swaplock)!
• Left/Right eyes (Genlock)
Plan
• Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!

Interactions!
• Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Interactions
• Many different 3D user interactions!
• Navigation!
• Selection!
• Manipulation!
• Draw!
• System control!
• etc.
Interactions are
dependent on hardware
Menus
Haptics
(force feedback)
Plan
• Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!

Deployment!
• Speed!
• MiddleVR for Unity!
• Conclusion
Deployment

• Modify application to!
• Change drivers!
• Change displays!
• Change interactions
Plan
• Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!

Rendering speed!
• MiddleVR for Unity!
• Conclusion
Rendering speed
Plan
• Unity!

Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Rendering Speed!
• MiddleVR for Unity!
• Conclusion
Application
Plan
• Unity!
• Challenges!
• Presence!
• Device management!
• Display management!
• Cluster management!
• Interactions!
• Deployment!
• Speed!

MiddleVR for Unity!
• Conclusion
To create and maintain presence,
you, the author, need to ...
• Build hardware
• Build software
• Build user experience
“VR is mainly a software problem”!
Jaron Lanier
What is MiddleVR ?
• VR plugin
!

• Functionalities
○Manage input devices
•3D trackers, keyboard, mouse, joystick
!

○Manage display
•Viewports, cameras, stereoscopy, cluster
Desktop
MiddleVR tutorial

http://www.youtube.com/watch?v=EEKH-1EilXs
Device management
Device management
Supported Devices
• Via VRPN :
• A.R.T
• Vicon
• Optitrack
• Wiimote
!
• Polhemus Fastrak Tracker, 3Space Tracker,
Patriot Trackers,
•
•
•
•
•
•
•
•

Ascension Flock of Bird
Intersense IS600, IS900
3dTech HiBall-3000 Wide Area Tracker,
Advanced Realtime Tracking Gmbh DTrack
Client,
World Viz Precision Position Tracker PPT
1.2,
Natural Point Optitrack Rigid Body Toolkit,
Phasespace optical tracking OWL,
...

• Native drivers
• Oculus Rift
• Leap Motion
• Kinect (Microsoft SDK)
• PNI SpacePoint
Fusion
• GameTrak
• Razer Hydra
• Motion Analysis (beta)
First integration of
Haption’s haptic devices

http://www.youtube.com/watch?v=lnoE_VclnOI
Stereoscopy

• Active stereoscopy
(OpenGL Quad-Buffer)!
• Which Unity can’t
natively handle!
• Passive stereoscopy
Cluster & Multi-pipe

• Scenelock!
• Swaplock!
• Genlock!
• Multi-pipe (soon)
Supported displays
•
•
•
•
•
•
•
•
•

Virtually any HMD
VR-Wall, Powerwall
Workbench, Holobench
HoloStage
CAVEs
3D TVs
zSpace
Igloo Vision
…
Deployment

• Abstractions!
• Devices!
• 3D Nodes (User)!
• Interactions (soon)
Device management
Driver Tracker 1
Application

Driver Tracker 2
Device abstraction
Driver Tracker 1

Virtual
Device
Driver Tracker 2

Application
Device management
Driver

Replay

Simulation

Virtual
Device

Application
User abstraction

Virtual Device 1

Virtual Device 2

Inverse Kinematics

Hand
(3D Node)

Application
Interactions
• MiddleVR includes high-level interactions!
• Navigation!
• Selection!
• Manipulation!
• … More to come!
• Future: Interactions abstractions!
• Dynamically change interactions based on
hardware
Interactions
abstraction?

Grab-air
Steering

Navigation

Point
Raycasting
Hand

Selection

Go-go
Homer
WIM
Hand

Manipulation

Application
Menus
• Ability to create menus and GUIs in HTML5 (soon)
• Unity!

Speed

• Many options for optimizations!
• Occlusion culling!
• Static batching!
• Lightmap baking!
• etc.!
• 32-bit editor only!
• But player is 32-bit & 64-bit !!
• Subdivide parts in editor!
• Compositing!
• Cloud
Compositing
Stereoscopy
Compositing
Image decomposition
VR in the Cloud
• Temporary increase in power!
• Combine with compositing
Perceptive illusions

• Playing with limitations of human perception!
• Sensitivity of senses!
• Selectivity of attention!
• Useful to lower cost/complexity of VR systems
Perceptive illusions
Redirected walking

(c) Franck Steinicke - Wurzburg
University
Perceptive illusions
Change blindness
Change blindness :

(c) Evan Suma - USC/ICT
Conclusion
!
!

Thank you !
Questions ?
!

Sebastien.Kuntz@imin-vr.com

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