VR / AR / MR
Early Work developed at the VISGRAF Laboratory on Virtual, Augmented and Mixed Reality during the period of 2002 and 2010.
Augmented Reality for mobile devices is very challenging and interesting task. This work explores some possibilities of inserting virtual text and objects into real scenes. An Augmented Reality application was developed for the Nokia N900, using ARToolKitPlus and Qt.
Shadows for Mobile AR
A method to generate virtual objects with realistic shadows, either in indoor and in outdoor scenes. We create smooth shadows in real time on mobile platforms. We have developed a Mobile Augmented Reality system which generates, in real time, realistic shadows of virtual objects placed into real scenes.
ARLuxrender is a modification of the LuxRender code, which allows to render scenes with mixtures of real and virtual objects directly. To render a scene with these features is only necessary to have a photograph of the real scene, an hdr environment map of the light, and a photograph of a pattern to determine the position of the camera.
Mesa-3D bridges virtual reality with a physical environment. The setup includes a state of the art head tracking system, 3D stereo glasses, a 3D digital projector, and a game engine. Digital artists, architects, movie makers, urban planners, can all marvel at what Mesa-3D brings into the table.
AR Duck Hunt
AR Duck Hunt is an iOS App in augmented reality to experiment with Apple’s ARKit.
This work carried out augmented reality research using as a test case the play “The Tempest”, It consisted of the study and development of AR applications using Unity 3D and the Meta2 AR Headset.
The emphasis of this project was the integration of the market-leading HMDs (head-mounted displays) into virtual reality content production tools, particularly the Open Software Blender.
VR Kino+Theater / VR Tour
The VR Kino+Theater platform integrates traditional forms of entertainment (theater and cinema), with advanced interactive media, (virtual reality and gaming).
This project lets puppeteers make performances with nothing but their hands. It aims to preserve the expressiveness and know-how of classic puppeteering, but at the same time, to look at it with a different perspective with the help of augmented reality.
In this work we approach the zoom as an element of cinematographic language applicable to virtual reality and present different ways to use zoom according to the observer’s viewpoint.