Category: RnD

Research and Developement

  • R&D : Infinite Hallway

    R&D : Infinite Hallway

    [vc_row][vc_column width=”1/1″][vc_video link=”https://vimeo.com/125587113″][/vc_column][/vc_row][vc_row][vc_column width=”1/1″][vc_separator type=”transparent” position=”center” up=”8″ down=”24″][vc_column_text][dropcaps type=’normal’ color=’#ffffff’ background_color=’#262626′ border_color=’#262626′]I[/dropcaps]nfinite Hallway is a project we did along side Lava World and a virtual zero gravity ball pit to test the applications of VR in combination with real-time full body motion capture.
    The idea for this came forth after pondering whether or not it would be possible to give a player the illusion of walking around in an endless virtual world while being constrained to a small area in the real world (in this case NuFormer’s markerless motion capture studio which at that time had an effective capture area of 5×5 meters.)

    The project as it is now is a prototype in which a scene is procedurally  generated consisting of rooms connected with hallways.
    The trick however is that the hallways and rooms are generated in such a way that a structure arises that intertwines into itself, however, the intertwining is done in such a way that the player won’t notice the structure is actually intertwining into itself (you will for example never actually see hallways or rooms accidentally intersect or cross into each other.)

    On top of the procedural generating of rooms and hallways, the program also has a kind of template support, meaning various types of hallways could be used, the program would then choose when it would be a good time switch up templates in order to prevent boring repetition.[/vc_column_text][/vc_column][/vc_row]

  • Behind the scenes of: CG Car commercial

    Behind the scenes of: CG Car commercial

    [dropcaps type=’normal’ color=’#ffffff’ background_color=’#262626′ border_color=’#262626′]T[/dropcaps]oday, We’d like to take you back a couple of years to this automotive project. This animation was an in-house commissioned R&D project.

    Instead of key framing the motion of the car, it was performed real-time using an Oculus Rift DK1 for maximum immersion, along with an Xbox 360 steering wheel and Unity.

    The motion data of the car was fed into Maya for use with the high resolution geometry, after which the scenes were lit and rendered using V-Ray. Enjoy: a highly detailed, shiny new car, smoothly moving and with lighting on point at every turn!