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How to Build a Virtual World: Part II – Creating 3D Assets, Nov 18th 2015

How to Build a Virtual World: Part II – Creating 3D Assets

Creating the assets for your 3D world, sourcing available 3D models, capturing the world with photogrammetry and depth cameras.

Wednesday November 18th 2015. 6:30 doors open Presentation 7:30-10pm

Register online at : https://www.picatic.com/How_To_Build_A_Virtual_World_Pt_II Cost: $15 (sorry, no walk in available)

Location: Emily Carr University of Art and Design, Motion Capture Studio, Room 285D, 1399 Johnston Street, Granville Island, Vancouver, BC, Canada

 

VanVR, VanCG Meetup, and S3D Centre at Emily Carr University presents: “How To Build A Virtual World”

NOTE: doors will open at 6:30 PM. Presentations will begin at 7:30 PM. SEATING IS LIMITED. No tickets will be sold at the door.

Collecting the parts for your 3D world. Sourcing available 3D models, creating your own, capturing the world with photogrammetry and depth cameras.

Mike Pan will share his expertise with Blender: overview of the workflow in Blender, accessing models online, importing them into Blender, optimizing the model, exporting it for the VR platform of your choice.

Partick Wirt from Corbel 3D will explain the process of creating models using photogrammetry.

Aaron Hilton of Conquer Mobile will discuss recent developments in 3D scanning technology and give us a demonstration of his Occipitals’ Structure Sensor used for on the fly object scanning.

Matthew McCauley founder of GeoSim will talk to us about their high end-to-end system for scanning and modeling entire cities in 3D. The models feature high spatial precision and visual fidelity, and are interactive and parametric. Proprietary street level data collection enables entirely new kinds of city analysis and visualization.

The presentations will be followed by a period for Q & A.

We will close the evening with prize draws for: EA Games, Video Copilot Optical Flares plugins.

Food will be provided by our wonderful caterer Heather Ferguson.

 

Supported and Sponsored by:

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The Future of Reality: a talk by Dr. Ken Perlin of NYU Media Research Lab, Nov. 6th

You are invited to a special evening with Dr. Ken Perlin of NYU Media Research Lab.

When: Friday, November 6th Doors @ 5 pm, presentation 5:30 – 7:00pm

Admission: FREE (must register in advance, sorry but no walk ins)

Register: https://perlin2015vancouver.eventbrite.ca

BIOGRAPHY

Dr. Ken Perlin
Professor & Researcher, NYU Media Research Lab

Ken PerlinKen Perlin, a professor in the Department of Computer Science at New York University, directs the NYU Games For Learning Institute, and is a participating faculty member in the NYU Media and Games Network (MAGNET). He was also founding director of the Media Research Laboratory and director of the NYU Center for Advanced Technology. His research interests include graphics, animation, augmented and mixed reality, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the 2008 ACM/SIGGRAPH Computer Graphics Achievement Award, the TrapCode award for achievement in computer graphics research, the NYC Mayor’s award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. Dr. Perlin currently serves on the program committee of the AAAS. He was general chair of the UIST2010 conference, and has been a featured artist at the Whitney Museum of American Art.

Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He serves on the Advisory Board for the Centre for Digital Media at GNWC, and has served on the Board of Directors of both the New York chapter of ACM/SIGGRAPH and the New York Software Industry Association.

http://mrl.nyu.edu/~perlin

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How to Build a Virtual World: a 6-part series on VR content creation

Series to assist Vancouver-area businesses and individuals in the creation of virtual reality experiences, environments. Read more.

PART 1: The Business of VR begins this month: Is VR a bubble? We’ll ask key content producers, investors, and luminaries to give us the broad perspective.

Date: Thursday October 22 2015 7:00 PM – 9:00 PM.

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IN IT Virtual Reality Showcase featuring worlds: dancing between body place and time

S3D Centre at Emily Carr University of Art + Design
Wednesday, 19 August 2015 from 5:00 PM to 10:00 PM (PDT)
Vancouver, BC
RSVP and Register online

In It is Virtual Reality showcase co-sponsored by Emily Carry University and Immersive Media and will be held in the University’s Concourse Gallery from the 19th to the 23rd of August at 1399 Johnston Street, Granville Island in Vancouver.  This week long showcase highlights the work of local and international artist practitioners who are working and creating in the virtual. The presentation is a conglomeration of works that act as a great introduction to the VR space. The showcase is co-located with ISEA (International Symposium on Electronic Art), and coincides with several other VR events on Granville Island. This event is the defacto closing reception of ISEA so come and join us for refreshments and VR.

A reception will be held on Wednesday, August 19th from 5-9 pm. Cash bar. There will be a food trucks outside the venue.

Credits: S3D Research Team: Dr. Maria Lantin, Sean Arden, Alan Goldman, Denise Quesnel

Participants:

Randal Kleiser Productions & IM360

Defrost-

DEFROST takes place in the year 2045, when liquid nitrogen is now commonly used to freeze patients until remedies for their illnesses are developed. The film follows the experience of Joan Garrison as she wakes up from her frozen state after thirty years. She reunites with her family, but the reunion is bittersweet, as the passage of time has caused her loved ones to become strangers. The short was filmed in 360°, allowing audience members to witness the story directly from Joan’s perspective. The result is an intimate and immersive experience.

Felix and Paul:

Herders-

Herders is a cinematic virtual reality observational journey that bears witness to the lives of nomadic yak herders in Mongolia. First screened at 2015 Sundance Film Festival 2015 Hot Docs.

National Film Board:

A Way to Go –

Way to Go is a walk in the woods. An astonishing interactive experience, a restless panorama, a mixture of hand-made animation, 360˚ video capture, music and dreaming and code. Created by Vincent Morisset, Philippe Lambert, Édouard Lanctôt-Benoit & Caroline Robert (AATOAA). Produced by the NFB & France TV.

Cardboard Car Crash –

In a world of artificial intelligence and self-driving cars, who determines the ethics algorithm to handle emergency situations? In this VR vignette, the user is slowed down to bullet-time, becoming the computer, and forced to confront difficult decisions where there is plenty of data, but no easy answer. Created by Vincent McCurley.

Moving Stories:

worlds –

The project worlds is a real-time networked augmented and virtual reality performance that explores the multiple and simultaneous experience of our collective and individual inner and outer, past and present, and physical and imaginary worlds. Bringing together 3 unique performance venues across 2 canadian cities, including the ECUAD lobby gallery the ECUAD IDS mocap studio in Vancouver and the CRIM motion capture studio in Montreal, worlds is a collaborative endeavor under the umbrella of the SSHRC funded movingstories research project and the CANARIE funded m+m: movement + meaning middleware software development initiative.  worlds is part of a live networked collaborative VR performance showcase and will take place during the opening reception, beginning at 5pm on Wednesday, August 19th 2015. worlds has been created in partnership with the S3D Research Centre at Emily Carr University and Pepper’s Ghost New Media Arts Collective.

Creators: Athomas Goldberg, Thecla Schiphorst, Maria Lantin and Tom Landry; Composer: Stefan Smulovitz; Performers: Yves Candeau, Brittany Gee, Sarah Fdili Alaoui, Shannon Cuykendall, Caroline Barrierre. We are grateful to the software and technical development work by Dhruv Adhia and Norm Jaffe (m+m; h+technologies) and Tom Landry (Research Director: CRIM) as well as Sean Arden and Rick Overington (ECUAD).

Dryft Digital:

Beer With a Bear –

Sit down for a picnic in sunny Montana with Brutus the grizzly bear and his human companion, Casey Anderson, in this quirky VR short film by San Diego/Calgary based production house Dryft Digital.

Cloudhead Games:

The Gallery: Six Elements –

The Gallery: Six Elements, is a rich narrative, fantasy exploration game inspired by dark 80’s

fantasy movies and the Myst video game series. Experience the HTC Vive VR hardware in our sandbox style demo. Cloudhead Games is a local virtual reality development company working in VR since late 2012, specializing in compelling interactive VR content.

Marten Berkman:

Hart to Heart –

Hart to Heart is the interactive installation component of a documentary project inspired by the conflict over land use in the Peel watershed in Canada’s Yukon. Disrupting our omnipresent two dimensional representation of wilderness, h2h challenges the duality between human nature and the rest of nature conditioned by our manufactured spaces. As we discover ourselves in this landscape along the Hart river, how does technology become a part of our ecology?

VRVid.io:

Vrtist –

Vrtist is a drawing app that allows the user to draw in the 3D space around them. A key goal of the project is simple, intuitive interaction. Virtual reality is a highly expressive and personal medium for storytelling & expression, and Vrtist is a small sample of its creative potential.

Dare:

Destination BC’s “The Wild Within” Virtual Reality Video

In December 2014, DBC launched The Wild Within VR Experience, using Oculus Rift technology, making it the first destination marketing organization in North America to use virtual reality to promote the destination.  The Wild Within VR Experience is an interactive, three-dimensional video that allows travellers to experience British Columbia in a truly immersive way, as if they were actually there.

Wavesine Solutions:

High quality virtual real estate and city visualization

This project has been in development for over a year now and early iterations were shown at a number of VanVR meetup events as well as many private showings at the Sawmill to Real Estate and VR enthusiasts alike.

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Next Event: July 29th, 6-9:30pm: Prototyping the Future with special guest Dr. Ken Perlin (NYU)

The S3D Centre at Emily Carr, Spark CG Society, VanVR & VanCG are bringing you a very special evening with Dr. Ken Perlin of NYU Media Research Lab.

 

When:      Wednesday, July 29 Doors @ 6 pm, presentation 7pm
Admission:      FREE (must register in advance, sorry but no walk ins)
Where:      Motion Capture Studio, 2nd Floor, Noth BuildingS3D Centre, Emily Carr University, 1399     Johnston Street, Granville Island, Vancouver, BC
Register:      kenperlin.eventbrite.ca (register early- limited seating)

 

 

 

 

We are going to try and have Ken’s experience available, depending on the logistics of the day. If you are interested in trying it, we’ll keep you posted via these Eventbrite notifications so be sure to register! We will also be showing demonstrations of games, apps, and VR experiences created by members of our community. They are fantastic so make sure to come early and give them a try.


Prototyping the Future: The question our lab at NYU is asking is “How might people in the future communicate with each other in every day life, as computation and display technologies continue to develop, to the point where computer-mediated interfaces are so ubiquitous and intuitive as to be imperceptible?” To address this, we are doing sensor fusion between GearVR and OptiTrack technologies. Participants walk freely around and untethered by any wires, in physical space, interacting with other people and physical objects, just as they do in everyday life. Yet everything those participants see is computer-mediated, thereby allowing them to share any reality they wish, simulating the experience of future high resolution contact lenses.

Chloe and Loren

 

BIOGRAPHY

Dr. Ken Perlin
Professor & Researcher, NYU Media Research Lab

Ken PerlinKen Perlin, a professor in the Department of Computer Science at New York University, directs the NYU Games For Learning Institute, and is a participating faculty member in the NYU Media and Games Network (MAGNET). He was also founding director of the Media Research Laboratory and director of the NYU Center for Advanced Technology. His research interests include graphics, animation, augmented and mixed reality, user interfaces, science education and multimedia. He received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences for his noise and turbulence procedural texturing techniques, which are widely used in feature films and television, as well as the 2008 ACM/SIGGRAPH Computer Graphics Achievement Award, the TrapCode award for achievement in computer graphics research, the NYC Mayor’s award for excellence in Science and Technology and the Sokol award for outstanding Science faculty at NYU, and a Presidential Young Investigator Award from the National Science Foundation. Dr. Perlin currently serves on the program committee of the AAAS. He was general chair of the UIST2010 conference, and has been a featured artist at the Whitney Museum of American Art.

Dr. Perlin received his Ph.D. in Computer Science from New York University, and a B.A. in theoretical mathematics from Harvard University. Before working at NYU he was Head of Software Development at R/GREENBERG Associates in New York, NY. Prior to that he was the System Architect for computer generated animation at Mathematical Applications Group, Inc. He serves on the Advisory Board for the Centre for Digital Media at GNWC, and has served on the Board of Directors of both the New York chapter of ACM/SIGGRAPH and the New York Software Industry Association.

http://mrl.nyu.edu/~perlin

 

ORGANIZED and PROMOTED BY

s3d

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We are looking for participants for our Intra-Scene Variable Frame Rate Study!

We are currently doing experiments on the use of Variable Frame Rates (VFRs) consisting of both High Frames Rates (HFRs) and standard frame rates (as 24fps). We are seeking participants to be part of this study. The time requirement is 15minutes, not including travel time to and from Emily Carr University of Art + Design. Too book your appointment, or to find out more, please visit our Participate page.

DonateYourGaze

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What we are working on: Variable High Frame Rates

We are currently doing experiments on the use of Variable Frame Rates (VFRs) consisting of both High Frames Rates (HFRs) and standard frame rates (as 24fps). As part of our evaluation of HFR and VFR content, it is necessary to know how we can direct the viewers gaze using intra-scene VFR (and if this is possible), through tracking where the viewers gaze pattern flows on a screen with both standard frame rate, HFR, and intra-scene VFR content in order to compare differences.

Intra-scene describes the use of multiple techniques within the same scene (and possibly also the frame) . In this case, the use of frame rates.

Why might this be relevant? 

With “Soul Mates 3D”, we experimented with changing the frame rate from scene to scene. With intra-scene VFR, we propose changing the frame rate within the very frame itself; for example, a foreground of a horse running past a camera may be filmed/animated at 120 fps, and the background consisting of a stadium crowd may be filmed/animated at 24fps. The two scenes are composited together within the same timebase (let’s use 60fps as a choice), and we may appreciate the lack of motion artifacts within the foreground (horse) while enjoying the familiar 24fps aesthetic of the background visuals. The two elements within the scene will provide completely different motion information, and we as viewers would have a choice of where to look within the frame.

In cinema, television and gaming, viewers primarily focus their attention on an area of a moving image that has the most visual information. For example:

  • depth of field/focus (by means of eliminating information in the area that is not to be the focus through blur, we then focus our attention on the area of the frame that is sharp)
  • convergence (in stereoscopic 3D this used to target the viewer’s attention onto a chosen area of the frame by changing the 3D plane of the moving image)
  • composition and camera movement (using image obstruction and reveal, called occlusion)
  • And moving subjects or objects.

We selected a face as the image we would experiment with, because from birth faces are important in our social interaction and how we communicate effectively throughout our lives with one another. We look at faces daily, and we draw a vast amount of information from looking at faces.

We will update the project page as we generate data and undertake this research.

 

 

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Ali Kazimi Master Filmmaking Class – S3D

Wednesday, March 4, 2015 – 6:30pm – 8:30pm

Filmmaker Ali Kazimi will give a master class on his filmmaking career.

Ali Kazimi is a documentary filmmaker whose research interests include race, migration, indigineity, history and memory, with a particular interest in South Asia and Canada. He also has a keen interest in emerging and cutting-edge digital image technologies, and is a collaborative researcher in the interdisciplinary Future Cinema Lab in the Faculty of Fine Arts at York University. He is currently engaged in the 3D Film Innovation Consortium (3D FLIC), an academic/industry partnership that will expand capacity for 3D film production in the GTA and Ontario.

Visit Ali Kazimi bio to learn more.

 

Ali Kazimi Master Filmmaking Class
Wednesday, March 4 | 6:30pm
Aboriginal Gathering Place
1399 Johnston Street (behind main building)

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Vancouver Virtual Reality Event- Feb. 23rd ’15 at Emily Carr

Please join the S3D Centre at Emily Carr and VanVR Meetup group on Monday February 23rd at the MOCAP studio inside Intersections Digital Studios @ Emily Carr! In our fourth partnered event with VanVR, we showcase for a very first public look the work of our team at Emily Carr for a wearable VR glove. As always, attendees will be encouraged to experience all the demos with wireless VR headsets and other tools provided by the evening’s special guests!

We are packing in some incredible experiences, including:

Destination BC / This Is DARE – VR Tourism Experience of BC
Emily Carr University team – A brand new wearable glove for VR
Lamper VR – How far can you fly as a small bug in a HUGE world?
uForis – experience 360-degree panoramas of real locations, videos, and 3D spaces
VRChat – Use VRChat to quickly and efficiently add multiplayer to any world you can create in Unity3D

Please navigate to the VanVR meetup page to RSVP your attendance. The guest list will be tightly controlled on the evening of the event to avoid excessive wait times for the demos and overcrowding. Thank you for understanding!

Follow the signs for “MOCOP Studio, Intersections Digital Studios” once inside Emily Carr.