SlideShare una empresa de Scribd logo
1 de 23
5 Do's and don'ts when developing a VR pipeline
Website: thebestthingsince.com/
Follow us: twitter.com/slicedbreadanim
Jamie Denham
Managing Director/ Creative Technologist
Sliced Bread Animation
"Virtual Valve uses Oculus Rift’s virtual reality headsets combined with
motion sensor technology to enable hundreds of delegates to experience
travelling through the aortic arch into the heart with full 360 degree vision.
Once inside, they were able to explore the left ventricle and interact with
the experience to simulate levels of aortic stenosis and assess the impact
of this condition on the patient’s heart."
We are approaching a phase where we are no longer voyeurs,
looking outside in, observing someone else’s life. We are now
approaching a world where we are physically in the film.
“Another VR phenomenon linked to emotional
experience is presence. Presence is a dimensional
construct and describes the extent to which a user
feels present in a VR environment1”
1Mike Cartel, “Why VR “Storytelling” does not currently work. And can it ever work?” 11th January 2016
We are used to viewing in flat film but now we have the 360
dimension which opens up our peripheral, enhancing our
presence further.
1. Engage your audience
2. Build the scene
3. Build tension and release tension
4. Focus on what's important
5. Keep the flow logical
6. Make it feel conclusive
Who is telling the story?
Taking us to places we have never been before.
5 do's and don'ts in developing a VR pipeline?
1. If you fail to plan, you plan to fail
VR projects are not particularly cheap to produce and against
the investment, you’ll want to be sure the end-user walks away
with lasting memory of their experience.
2. Don’t make me sick
Whenever you start a VR project there is this inherent
excitement that everything is possible, and you are going to do
something breathtaking and awesome.
3. Developing a pipeline
A pipeline is essential. There is the model build, the testing,
then texturing and performance considerations. That often
means flicking through various different pieces of software.
4. Working with third party apps
Third party software is constantly updating and it’s definitely
worth keeping an eye on new releases and features in case they
can enhance the process and experience.
5. Testing and deployment
Goes without saying really, but testing, testing, and testing is
integral to any VR production. In all our projects there was
constant flow of testing and adjustments.
Virtual reality is great at replicating the feeling of real
life, but mind how you replicate it.
5 Do's and don'ts when developing a VR pipeline
Website: thebestthingsince.com/
Follow us: twitter.com/slicedbreadanim

Más contenido relacionado

Similar a 5 Do's And Don'ts When Developing A Virtual Reality Pipeline

UX STRAT Europe 2019: John Schrag
UX STRAT Europe 2019: John SchragUX STRAT Europe 2019: John Schrag
UX STRAT Europe 2019: John Schrag
UX STRAT
 

Similar a 5 Do's And Don'ts When Developing A Virtual Reality Pipeline (20)

Handout level-1-module-1
Handout   level-1-module-1Handout   level-1-module-1
Handout level-1-module-1
 
25 virtual reality
25   virtual reality25   virtual reality
25 virtual reality
 
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...
The Different Between Virtual Reality and Augmented Reality, Digiday WTF VR, ...
 
8 quick design tips for 2015 tech
8 quick design tips for 2015 tech8 quick design tips for 2015 tech
8 quick design tips for 2015 tech
 
Virtual Reality
Virtual Reality Virtual Reality
Virtual Reality
 
Virtual reality(vr) assignment
Virtual reality(vr) assignmentVirtual reality(vr) assignment
Virtual reality(vr) assignment
 
Designing for Virtual Reality
Designing for Virtual RealityDesigning for Virtual Reality
Designing for Virtual Reality
 
SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...
SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...
SMART Seminar Series: "Cognitive Illusions in Virtual Reality: What do I mean...
 
All about Virtual Reality & Oculus Rift
All about Virtual Reality & Oculus RiftAll about Virtual Reality & Oculus Rift
All about Virtual Reality & Oculus Rift
 
Virtual Reality: Creating Accessible Virtual Worlds
Virtual Reality: Creating Accessible Virtual WorldsVirtual Reality: Creating Accessible Virtual Worlds
Virtual Reality: Creating Accessible Virtual Worlds
 
VRCheck 2017 - Preview Labs
VRCheck 2017 - Preview LabsVRCheck 2017 - Preview Labs
VRCheck 2017 - Preview Labs
 
Does Virtual Reality Augment Human Creativity?
Does Virtual Reality Augment Human Creativity?Does Virtual Reality Augment Human Creativity?
Does Virtual Reality Augment Human Creativity?
 
Inclusivity in VR Development - Grace Hopper 2015
Inclusivity in VR Development - Grace Hopper 2015Inclusivity in VR Development - Grace Hopper 2015
Inclusivity in VR Development - Grace Hopper 2015
 
UX STRAT Europe 2019: John Schrag
UX STRAT Europe 2019: John SchragUX STRAT Europe 2019: John Schrag
UX STRAT Europe 2019: John Schrag
 
Virtual Reality
Virtual RealityVirtual Reality
Virtual Reality
 
VIRTUAL REALITY TECHNICAL SEMINAR TOPIC.pptx
VIRTUAL REALITY TECHNICAL SEMINAR TOPIC.pptxVIRTUAL REALITY TECHNICAL SEMINAR TOPIC.pptx
VIRTUAL REALITY TECHNICAL SEMINAR TOPIC.pptx
 
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
Powering Next-Gen Learning with VR and xAPI - DevLearn 2018
 
VRTrek Review.pdf
VRTrek Review.pdfVRTrek Review.pdf
VRTrek Review.pdf
 
TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9TalkUX - UX in VR - UNIT9
TalkUX - UX in VR - UNIT9
 
ICS2208 lecture7
ICS2208 lecture7ICS2208 lecture7
ICS2208 lecture7
 

Último

Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Safe Software
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Safe Software
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
?#DUbAI#??##{{(☎️+971_581248768%)**%*]'#abortion pills for sale in dubai@
 

Último (20)

ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
 
AWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of TerraformAWS Community Day CPH - Three problems of Terraform
AWS Community Day CPH - Three problems of Terraform
 
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin WoodPolkadot JAM Slides - Token2049 - By Dr. Gavin Wood
Polkadot JAM Slides - Token2049 - By Dr. Gavin Wood
 
Spring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUKSpring Boot vs Quarkus the ultimate battle - DevoxxUK
Spring Boot vs Quarkus the ultimate battle - DevoxxUK
 
DBX First Quarter 2024 Investor Presentation
DBX First Quarter 2024 Investor PresentationDBX First Quarter 2024 Investor Presentation
DBX First Quarter 2024 Investor Presentation
 
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
Web Form Automation for Bonterra Impact Management (fka Social Solutions Apri...
 
Strategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a FresherStrategies for Landing an Oracle DBA Job as a Fresher
Strategies for Landing an Oracle DBA Job as a Fresher
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Corporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptxCorporate and higher education May webinar.pptx
Corporate and higher education May webinar.pptx
 
MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024MINDCTI Revenue Release Quarter One 2024
MINDCTI Revenue Release Quarter One 2024
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
CNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In PakistanCNIC Information System with Pakdata Cf In Pakistan
CNIC Information System with Pakdata Cf In Pakistan
 
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemkeProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
ProductAnonymous-April2024-WinProductDiscovery-MelissaKlemke
 
Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024Manulife - Insurer Transformation Award 2024
Manulife - Insurer Transformation Award 2024
 
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, AdobeApidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
Apidays New York 2024 - Scaling API-first by Ian Reasor and Radu Cotescu, Adobe
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers:  A Deep Dive into Serverless Spatial Data and FMECloud Frontiers:  A Deep Dive into Serverless Spatial Data and FME
Cloud Frontiers: A Deep Dive into Serverless Spatial Data and FME
 
2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
 
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
+971581248768>> SAFE AND ORIGINAL ABORTION PILLS FOR SALE IN DUBAI AND ABUDHA...
 
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
Apidays New York 2024 - Passkeys: Developing APIs to enable passwordless auth...
 

5 Do's And Don'ts When Developing A Virtual Reality Pipeline

  • 1. 5 Do's and don'ts when developing a VR pipeline Website: thebestthingsince.com/ Follow us: twitter.com/slicedbreadanim
  • 2. Jamie Denham Managing Director/ Creative Technologist Sliced Bread Animation
  • 3. "Virtual Valve uses Oculus Rift’s virtual reality headsets combined with motion sensor technology to enable hundreds of delegates to experience travelling through the aortic arch into the heart with full 360 degree vision. Once inside, they were able to explore the left ventricle and interact with the experience to simulate levels of aortic stenosis and assess the impact of this condition on the patient’s heart."
  • 4. We are approaching a phase where we are no longer voyeurs, looking outside in, observing someone else’s life. We are now approaching a world where we are physically in the film.
  • 5. “Another VR phenomenon linked to emotional experience is presence. Presence is a dimensional construct and describes the extent to which a user feels present in a VR environment1” 1Mike Cartel, “Why VR “Storytelling” does not currently work. And can it ever work?” 11th January 2016
  • 6. We are used to viewing in flat film but now we have the 360 dimension which opens up our peripheral, enhancing our presence further.
  • 7.
  • 8. 1. Engage your audience 2. Build the scene 3. Build tension and release tension 4. Focus on what's important 5. Keep the flow logical 6. Make it feel conclusive
  • 9. Who is telling the story?
  • 10. Taking us to places we have never been before.
  • 11. 5 do's and don'ts in developing a VR pipeline?
  • 12. 1. If you fail to plan, you plan to fail
  • 13. VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience.
  • 14. 2. Don’t make me sick
  • 15. Whenever you start a VR project there is this inherent excitement that everything is possible, and you are going to do something breathtaking and awesome.
  • 16. 3. Developing a pipeline
  • 17. A pipeline is essential. There is the model build, the testing, then texturing and performance considerations. That often means flicking through various different pieces of software.
  • 18. 4. Working with third party apps
  • 19. Third party software is constantly updating and it’s definitely worth keeping an eye on new releases and features in case they can enhance the process and experience.
  • 20. 5. Testing and deployment
  • 21. Goes without saying really, but testing, testing, and testing is integral to any VR production. In all our projects there was constant flow of testing and adjustments.
  • 22. Virtual reality is great at replicating the feeling of real life, but mind how you replicate it.
  • 23. 5 Do's and don'ts when developing a VR pipeline Website: thebestthingsince.com/ Follow us: twitter.com/slicedbreadanim

Notas del editor

  1. Given the nature of production, planning all the asset requirements is key. Unlike linear animation, where everything is built to camera, here you build for the environment. That means many more assets and detail and you’ll need to balance that with performance constraints (polygon count etc.). You won’t want to compromise the experience either, VR projects are not particularly cheap to produce and against the investment, you’ll want to be sure the end-user walks away with lasting memory of their experience. When they first put on the headset, the first thing they do is look ALL around. And that’s where you need the *WOW* moment! The two common measurements of a game model’s “cost” are polygon count and vertex count. Depending on the use, a game model may stretch anywhere from 2 triangles for a billboard, to 40,000+ triangles for a complex character. (reference)
  2. Whenever you start a VR project there is this inherent excitement that everything is possible, and you are going to do something breathtaking and awesome. Then you set about creating your experience, 2 of our projects involved going inside the human body, in one example we wanted to demonstrate synapse pulses of the brain coupled with a ride. We started by planning a procedural type of rollercoaster ride, but when we tested that with others they reported the feeling of sickness. I think the learning from this is that sometimes the ‘vista’ is enough of an experience and that you should try to avoid putting everything in the mix, especially if there are essential take aways, like education and learning. VR devices can cause fatigue and nausea because of the “flat plane” 3D images they produce. Since those images don’t contain any depth information, your eyes can’t focus on near and far objects like you would in real life. Our brains want physical actions (like focusing) to jibe with what we see, so any disconnect can make us sick. (reference)
  3. One of the thankful things about VR against standard film animation is that you don’t have to sweat over render times. At the other end through, a pipeline is essential, there is the model build and testing, then texturing and performance considerations. That often means flicking through various different pieces of software and equipment. One of the learnings we found was what you may view in Maya (or any other 3D software package) was not what was viewed in the Oculus. Given that we were attempting to create medically accurate visuals this was often challenging. And at all costs avoid images with transparencies (pngs).
  4. When we did our first VR project, Unity was not as advanced as it is now, and we came across a few issues. That meant we had to reconsider standard approaches we would normally have done. That was particularly relevant with animation, for example, deformers in Maya don’t work, and we had to use a frame-by-frame export method, a bit like using replacement heads in stop-frame animation. Unity is constantly updating and it’s definitely worth keeping an eye on new releases and features in case they can enhance the process and experience.
  5. Goes without saying really, but testing, testing and testing is integral to any VR production. In all our projects there was constant flow of testing and adjustments. Its important to allow enough time in the schedule to work this through. It is still new technologies and therefore it doesnt come without faults.