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Reality As Your Next Build Target
Mobile AR and the Future of Authoring
Authoring Tools Group, Unity Labs
Timoni West
Matt Schoen
Amy DiGiovanni
Stella Cannefax
Jono Forbes
Unity Labs
Animation
Augmented and Virtual Reality
Graphics Research
Future of Game Creation
Machine Learning
Today we are focusing on the
Authoring Tools Group, which has
been investigating how Unity will
both be used to make the future of
spatial computing, and what Unity
will look like in that future.
Authoring Tools Group
AnimateVR
ARView
Carte Blanche
EditorXR
MARS
XR Foundational Toolkit
Project MARS
All the world’s a stage, but you don’t know
what’s on it
• The way you author for augmented reality is uncharted territory
• In completely digitals worlds, you know everything that will
happen
• In partially digital worlds, you can only control the digital
• Your experience must be as robust, flexible, and responsive as
possible
SUPER robust, flexible, responsive
• You need to be able to test, test, test
• Test against unusual, inaccessible, or varied
environments
• Must have all the information about the world to edit
directly
• Machine learning can help, but is not widely available in a
way to do what we need—yet
The challenge with world data
• Usually only available in apps on the device after shipping
• We need to flip this
• Computer vision providers need to have their tech work
on many kinds of devices
• ML is often tied to specific hardware now—needs to
become more ubiquitous and consistent
Jono Forbes
UX Lead - MARS
Unity Labs
Designing for an
unpredictable real world
Use cases
• Sick table jump
• Essentially the demo you saw
• Zeldify the world
• Floor -> Water // Tables -> Grass // Walls -> Cliffs
• Character enters a room
• Semantically understanding a door and a chair
• How do I food?
• Great semantics & object tracking
Resonai
Building up from nothing
• Start with the base layers (floor -> water..)
• Design simple queries (big surfaces, high surfaces..)
• Then more complex / rare (relationships to define a couch..)
Building up from nothing
• Start with the base layers (floor -> water..)
• Design simple queries (big surfaces, high surfaces..)
• Then more complex / rare (relationships to define a couch..)
• Finally, very context specific / trait-based
• Analytics will be a big deal for AR devs
Building up from nothing
• Start with the base layers (floor -> water..)
• Design simple queries (big surfaces, high surfaces..)
• Then more complex / rare (relationships to define a couch..)
• Finally, very context specific / trait-based
Building up from nothing
• Start with the base layers (floor -> water..)
• Design simple queries (big surfaces, high surfaces..)
• Then more complex / rare (relationships to define a couch..)
• Finally, very context specific / trait-based
• Analytics will be a big deal for AR devs
Markers
3D Markers / Geofences
Fallbacks
Procedural content
Procedural content
Amy DiGiovanni
Software Engineer
Unity Labs
Conditions
• Check against real world data
• Flexible
• Adaptable
• Author around the real world
Conditions specify what a MARSEntity
requires to perform some kind of function
Spatial conditions in the scene view
Miniature worlds
Scale the camera parent
“XR Cameras” GDC talk by Matt Schoen
World scale in AR
World scale in the scene view
It’s all relative
• MR authoring =/= traditional 3D authoring
• The scene is an abstract setup of conditions about the real world
• World scaling is necessary to support certain use cases - it must be
clear what scale your content is relative to real objects
• Positioning of entities is not relevant at runtime, but in editor is
meant to convey how the content is spatially related
Stella Cannefax
Software Engineer
Unity Labs
Contextual Authoring
Instead of explicitly designing scenes, think about
what context you need in the real world.
Data-Driven Authoring
Data-Driven Authoring
Each entity defines only what it depends on.
Data-Driven Authoring
Two more big advantages:
1.Easier multi-platform support
1.Simulation & testing
Data-Driven Authoring
Queries (editor)
Performance
Modern mobile devices experience performance drops due to heat
and processor throttling.
Graph is from our Mobile Performance Handbook:
http://on.unity.com/2Di8Hl7
Performance
MARS strives to be efficient in several ways:
• The behind-the-scenes work is distributed across time
• Built-in module to run processing tasks on an interval
• Managed memory is allocated only when absolutely necessary
Matt Schoen
Integrations Lead - MARS
Unity Labs
Hardware
Camera Pose Surfaces Hit Tests Meshing Faces Markers Relocalization 3D Markers Object recognition Light Estimation
ARKit devices X X X (X) X X X X
ARCore devices X X X (X) X (X)
Tango (defunct) X X X X
Hololens X X X
Magic Leap X X X X ? X X ? ? X
Vive Pro X X X X X
Windows MR X
Mirage Solo X
Santa Cruz X ? ? ? ? ? ? ? ? ?
Vive X
Rift X
Oculus Go (X)
GearVR (X)
Software
PC Mobile Camera Pose Surfaces Hit Tests Meshing Faces Markers Relocalization 3D Markers Obj rec Light Est Body Tracking Hand Tracking
Vuforia X X X X X X X X X
6d.ai X X
Placenote X X
Selerio X X X
ULsee X X X
Visage X X
Google Mobile
Vision
X (X) X
Apple Vision X X (X) X
Wrnch.ai X X X
Leap Motion* X X X
OpenCV X X (X) (X) X X X X
dlib X X
somewhere? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
• Faces
• Landmarks from (ARKit) face mesh
• Expressions from blendshapes
• 2D -> 3D landmark poses
• Expressions from landmark positions
• Surfaces
• “Meta-surface”
• Elevation / floor
• Rotation / alignment
• Overlap test
• Pause button
Room for improvement
Functionality Injection
Functionality Injection
Functionality Injection
MARS Provider Types (so far)
• CameraImage
• CameraIntrinsics
• CameraOffset
• CameraPose
• CameraPreview
• CompassHeading
• FaceTracking
• FacialExpressions
• FunctionalityInjection*
• LightEstimation
• MarkerTracking
• PlaneFinding
• PointCloud
• ReferencePoints
• WorldLocation
Editor Providers
• Must run in edit mode
• PC / mobile parity
• 3D face pose
• Markerless tracking
• Surface detection
• Remoting and Recording
• Local testing / debug
• Field recording
• Multi-user recording
• Generated Rooms
• ISimulatable and runInEditMode
Reasoning APIs
Fill in the missing pieces
• Which surface is the floor?
• Markers for relocalization
• Data correlation
• Which face is which?
• Which object is which?
• More to come
Thank you!
Hacked

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Reality As Your Next Build Target, Mobile AR, and the Future of Authoring

  • 1. Reality As Your Next Build Target Mobile AR and the Future of Authoring Authoring Tools Group, Unity Labs Timoni West Matt Schoen Amy DiGiovanni Stella Cannefax Jono Forbes
  • 2. Unity Labs Animation Augmented and Virtual Reality Graphics Research Future of Game Creation Machine Learning Today we are focusing on the Authoring Tools Group, which has been investigating how Unity will both be used to make the future of spatial computing, and what Unity will look like in that future.
  • 3. Authoring Tools Group AnimateVR ARView Carte Blanche EditorXR MARS XR Foundational Toolkit
  • 4.
  • 6. All the world’s a stage, but you don’t know what’s on it • The way you author for augmented reality is uncharted territory • In completely digitals worlds, you know everything that will happen • In partially digital worlds, you can only control the digital • Your experience must be as robust, flexible, and responsive as possible
  • 7. SUPER robust, flexible, responsive • You need to be able to test, test, test • Test against unusual, inaccessible, or varied environments • Must have all the information about the world to edit directly • Machine learning can help, but is not widely available in a way to do what we need—yet
  • 8. The challenge with world data • Usually only available in apps on the device after shipping • We need to flip this • Computer vision providers need to have their tech work on many kinds of devices • ML is often tied to specific hardware now—needs to become more ubiquitous and consistent
  • 9. Jono Forbes UX Lead - MARS Unity Labs
  • 11. Use cases • Sick table jump • Essentially the demo you saw • Zeldify the world • Floor -> Water // Tables -> Grass // Walls -> Cliffs • Character enters a room • Semantically understanding a door and a chair • How do I food? • Great semantics & object tracking
  • 13. Building up from nothing • Start with the base layers (floor -> water..) • Design simple queries (big surfaces, high surfaces..) • Then more complex / rare (relationships to define a couch..)
  • 14. Building up from nothing • Start with the base layers (floor -> water..) • Design simple queries (big surfaces, high surfaces..) • Then more complex / rare (relationships to define a couch..) • Finally, very context specific / trait-based • Analytics will be a big deal for AR devs
  • 15. Building up from nothing • Start with the base layers (floor -> water..) • Design simple queries (big surfaces, high surfaces..) • Then more complex / rare (relationships to define a couch..) • Finally, very context specific / trait-based
  • 16. Building up from nothing • Start with the base layers (floor -> water..) • Design simple queries (big surfaces, high surfaces..) • Then more complex / rare (relationships to define a couch..) • Finally, very context specific / trait-based • Analytics will be a big deal for AR devs
  • 18. 3D Markers / Geofences
  • 23. Conditions • Check against real world data • Flexible • Adaptable • Author around the real world Conditions specify what a MARSEntity requires to perform some kind of function
  • 24. Spatial conditions in the scene view
  • 26. Scale the camera parent “XR Cameras” GDC talk by Matt Schoen
  • 28. World scale in the scene view
  • 29. It’s all relative • MR authoring =/= traditional 3D authoring • The scene is an abstract setup of conditions about the real world • World scaling is necessary to support certain use cases - it must be clear what scale your content is relative to real objects • Positioning of entities is not relevant at runtime, but in editor is meant to convey how the content is spatially related
  • 31. Contextual Authoring Instead of explicitly designing scenes, think about what context you need in the real world.
  • 33. Data-Driven Authoring Each entity defines only what it depends on.
  • 34. Data-Driven Authoring Two more big advantages: 1.Easier multi-platform support 1.Simulation & testing
  • 37. Performance Modern mobile devices experience performance drops due to heat and processor throttling. Graph is from our Mobile Performance Handbook: http://on.unity.com/2Di8Hl7
  • 38. Performance MARS strives to be efficient in several ways: • The behind-the-scenes work is distributed across time • Built-in module to run processing tasks on an interval • Managed memory is allocated only when absolutely necessary
  • 39. Matt Schoen Integrations Lead - MARS Unity Labs
  • 40. Hardware Camera Pose Surfaces Hit Tests Meshing Faces Markers Relocalization 3D Markers Object recognition Light Estimation ARKit devices X X X (X) X X X X ARCore devices X X X (X) X (X) Tango (defunct) X X X X Hololens X X X Magic Leap X X X X ? X X ? ? X Vive Pro X X X X X Windows MR X Mirage Solo X Santa Cruz X ? ? ? ? ? ? ? ? ? Vive X Rift X Oculus Go (X) GearVR (X)
  • 41. Software PC Mobile Camera Pose Surfaces Hit Tests Meshing Faces Markers Relocalization 3D Markers Obj rec Light Est Body Tracking Hand Tracking Vuforia X X X X X X X X X 6d.ai X X Placenote X X Selerio X X X ULsee X X X Visage X X Google Mobile Vision X (X) X Apple Vision X X (X) X Wrnch.ai X X X Leap Motion* X X X OpenCV X X (X) (X) X X X X dlib X X somewhere? ? ? ? ? ? ? ? ? ? ? ? ? ? ?
  • 42. • Faces • Landmarks from (ARKit) face mesh • Expressions from blendshapes • 2D -> 3D landmark poses • Expressions from landmark positions • Surfaces • “Meta-surface” • Elevation / floor • Rotation / alignment • Overlap test • Pause button Room for improvement
  • 46. MARS Provider Types (so far) • CameraImage • CameraIntrinsics • CameraOffset • CameraPose • CameraPreview • CompassHeading • FaceTracking • FacialExpressions • FunctionalityInjection* • LightEstimation • MarkerTracking • PlaneFinding • PointCloud • ReferencePoints • WorldLocation
  • 47. Editor Providers • Must run in edit mode • PC / mobile parity • 3D face pose • Markerless tracking • Surface detection • Remoting and Recording • Local testing / debug • Field recording • Multi-user recording • Generated Rooms • ISimulatable and runInEditMode
  • 48. Reasoning APIs Fill in the missing pieces • Which surface is the floor? • Markers for relocalization • Data correlation • Which face is which? • Which object is which? • More to come