VR/AR Concepts in Architecture And Available Tools
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1 VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien
2 Outline 1. What can you do with virtual reality or augmented reality? VR use cases AR use cases 2. How can you do it? Tracking Display devices Locomotion (movement in VR) Software
3 Virtual Reality in Construction, Architecture and Real Estate
4 Interactive Exploration Visiting of not yet existing buildings Architecture Virtual Tours Real estate Visualisation of historical towns or non-real buildings Production chain simulation (robot collisions, accessibility, )
5 Design and Prototyping Viewing and manipulating objects in real scale Furnishing Prototyping and content creation Design studies Ergonomics (e.g. assembly)
6 Training Industrial workers Construction workers First-response teams
7 Architecture Education (VR and AR) Geometry Design
8 Augmented Reality in Construction, Architecture and Real Estate
9 Construction and Maintenance Aiding workers (assembly, navigation) Buildings visualization Product visualization Showing GIS Data and BIM data (cables, lines, ) City planning
10 Indoor Navigation Path visualization Landmarks highlighting
11 Support Systems for First Responders Rescue operations Enhancing senses Remote decisions and commands
12 Marketing Buildings visualization Product visualization Product interaction AR product trial
13 What is needed for VR/AR? Hardware Output devices (HMDs, ) Input devices (Tracking, ) Graphics hardware Software Rendering 3D interaction Human factors Usability,
14 Tracking Measure position and/or orientation of a sensor 6 degrees of freedom in space Most VEs track the head and the hands Correct viewing perspective Interaction
15 Tracking quality factors/criteria Degrees of freedom (3D pos.+ 3D orientation = 6DOF) Range or working volume Accuracy, stability Update rate (measures/sec) real-time requirement Signal to noise ratio
16 Tracking classification Mechanial Magnetic (active/passive) Optical Marker based Natural feature; Vision (Gestures) Inertial (gravity, acceleration) Time-of-Flight & Frequency Measuring Hybrids (combination of multiple)
17 Optical tracking + inertial tracking
18 Full body tracking Motion Capture Xsens Perception Neuron Ikinema Hands tracking
19 Display devices for VR HMDs HTC Vive Oculus Rift PlayStation VR Fove OSVR Google Daydream GearVR FOV Tracking 6DOF 6DOF 6DOF 6DOF + eye Interaction Tracked controllers touch Tracked controllers 3DOF 3DOF 3DOF No No touch touch Computation PC PC PS4 PC PC Mobile phone Mobile phone Resolution 2160 x x x x x 1200 Phone Phone
20 Display devices for AR HMDs Hololens Daqri Meta 2 Totem Acer FOV Tracking 6DOF 6DOF 6DOF 6DOF 6DOF Interaction Eye sight + Hand gesture Eye sight Hands interaction Eye sight Computation On-board Mobile unit PC PC PC Eye sight Resolution Display 2 x 1280 x 720 Optical see-through 1366 x x x x 1440 Optical see-through Optical see-through Video see-through Video see-through
21 Other display devices Mobile phone/ tablet (AR) Cave (VR)
22 Locomotion Real walking Real scale Redirected walking Impossible and flexible spaces Walking on place Virtualizer Omni Walking with controler Teleportation Arrows
23 Real Walking Real Walking in virtual worlds Enhances sense of presence Enhances perception of size and distance Focuses attention Improves task performance But: Limited to size of tracking space Have to make the user believe to walk in a much larger space?
24 Redirected walking
25 Impossible and flexible spaces Virtual rooms share the physical space Unperceivable overlap Flexible spaces dynamic corridors
26 Walking on place Cyberith Virtualizer Virtuix Omni
27 Walking with controller Teleportation Arrows
28 Software Game Engine Unreal Engine Unity Cry Engine Rendering Device Integration Content Open-source
29 Content Content creation is an important aspect Asset store 3D s-max Blender Game logic
30 Thank you for your attention! Questions?
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