Latest news

May has been a busy month. First a demo for CVR2017, and now working with Quantum Capture to put together a demo for AWE2017.

The guys at Quantum Capture turned AWE co-founder and CEO, Ori Inbar, into a virtual human. We then put him into a number of situations depending on if the demoing player puts an Oculus Rift or a Microsoft Hololens on his head. In the house pictured above, when you put on the Hololens, Ori is surrounded by fish as part of a simulated, augmented reality environment.

That’s right, we put AR inside VR. That’s how we roll.

Worked once again with the fine folks at Quantum Capture to put together a virtual reality demo for CVR2017.

This demo, for the Oculus Rift, walks the player through assembling their own virtual human. You start off with a collection of heads to choose from, some of whom are easily distracted by bright objects. You may pick up each head and inspect it, all while the head and eyes stare into your soul.

MorganBot then has you choose a body and cloths for your head. Feel free to place and remove those heads at will! All-in-all a fun little demo to show off virtual humans in VR.

Over the last couple of months I’ve been working with Quantum Capture on a virtual reality training application for trauma center doctors at Sunnybrook and SickKids here in Toronto. This proof-of-concept simulation has you go through a fibreoptic intubation on a patient using your hands to feed the scope down the patient’s throat, while you look on a monitor to see what the scope sees.

There has been a lot more going on at Quantum Capture that I’ve been involved in, with a focus on programming virtual humans. Bloomberg TV Canada dropped by the Quantum Capture office, and their video provides a great overview:

Designing the Digital Humans Inside Your VR Headset

A game prototype I’ve been working on with Quantum Capture will be on display at tonight’s Wearables 2016 AR/VR mega-event.

2016-10-04-vega-01

In Vega you are a convict doing time on a space elevator, ensuring that the cargo containers destined for the mothership are safe. Made with Unreal Engine 4, and played on the HTC Vive.

At Wearables 2016 you’ll be able to play through the 10 minute experience, leading up to its dramatic ending.

Circumpaint, our 360 degree paint and animation application, has just been released on the GearVR store!

Circumpaint icon

Using either the GearVR’s touchpad, or a Bluetooth gamepad, you paint on a canvas that completely surrounds you. You are at the center of your art. And when you’re ready, use page-flip style animation to bring your creation to life.

Circumpaint canvas and palette

Buy Circumpaint from the Oculus Android app, or from within GearVR Home. You can find out more about Circumpaint, along with some directions on how to use the paint tools, on the Gnometech Circumpaint page.

Last night, David Wyand gave a talk on Turtle VR and the technology behind it at TorontoVR.  He gave a summary of using UE4, Coherent UI, Google Blockly, Oculus DK1, and Razer Hydra in producing the code block programmable drawing application.

Photo by UnrealEngineTO

Photo by UnrealEngineTO

The event was packed as Oculus came by to demo their consumer Rift and Oculus Touch.  It looked like most people played Bullet Train, a demo made by Epic using UE4.

The Vive preview version of Turtle VR was also available for attendees to try out thanks to Globacore.

Turtle VR Vive Poster

 

Turtle VR is coming to the HTC Vive and Steam VR.  In fact, it will be expanded beyond what is available for the Oculus DK2 and Razer Hydra, including new environments, new command blocks, and more examples.  Below you may see Turtle VR running on the Vive with an updated Grove level, optimized for the higher resolution and 90fps required.

 

Building a Program using the Vive

Building a Program using the Vive

 

About to teleport to the other side using the Vive

About to teleport to the other side using the Vive