VR/AR Concepts in Architecture And Available Tools Peter Kán Interactive Media Systems Group Institute of Software Technology and Interactive Systems TU Wien
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
Virtual Reality in Construction, Architecture and Real Estate
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, )
Design and Prototyping Viewing and manipulating objects in real scale Furnishing Prototyping and content creation Design studies Ergonomics (e.g. assembly)
Training Industrial workers Construction workers First-response teams
Architecture Education (VR and AR) Geometry Design
Augmented Reality in Construction, Architecture and Real Estate
Construction and Maintenance Aiding workers (assembly, navigation) Buildings visualization Product visualization Showing GIS Data and BIM data (cables, lines, ) City planning
Indoor Navigation Path visualization Landmarks highlighting
Support Systems for First Responders Rescue operations Enhancing senses Remote decisions and commands
Marketing Buildings visualization Product visualization Product interaction AR product trial
What is needed for VR/AR? Hardware Output devices (HMDs, ) Input devices (Tracking, ) Graphics hardware Software Rendering 3D interaction Human factors Usability,
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
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
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)
Optical tracking + inertial tracking
Full body tracking Motion Capture Xsens Perception Neuron Ikinema Hands tracking
Display devices for VR HMDs HTC Vive Oculus Rift PlayStation VR Fove OSVR Google Daydream GearVR FOV 110 110 100 100 110 90 100 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 1200 2160 x 1200 1920 x 1080 2560 x 1440 2160 x 1200 Phone Phone
Display devices for AR HMDs Hololens Daqri Meta 2 Totem Acer FOV 30 44 90 120 95 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 768 2560 x 1440 2560 x 1440 2880 x 1440 Optical see-through Optical see-through Video see-through Video see-through
Other display devices Mobile phone/ tablet (AR) Cave (VR)
Locomotion Real walking Real scale Redirected walking Impossible and flexible spaces Walking on place Virtualizer Omni Walking with controler Teleportation Arrows
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?
Redirected walking
Impossible and flexible spaces Virtual rooms share the physical space Unperceivable overlap Flexible spaces dynamic corridors
Walking on place Cyberith Virtualizer Virtuix Omni
Walking with controller Teleportation Arrows
Software Game Engine Unreal Engine Unity Cry Engine Rendering Device Integration Content Open-source
Content Content creation is an important aspect Asset store 3D s-max Blender Game logic
Thank you for your attention! Questions? peterkan@peterkan.com