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In accordance with the art. 13 section 1 and 2 of the European Parliament and Council Regulation 2016/679 of the 27th April, 2016 on the protection of natural persons, with regard to the processing of personal data and on the free movement of such data, and repealing Directive 95/46/EC (General Data Protection Regulation), hereafter RODO, I hereby inform that:

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VR interactive archviz - Loft apartment

Quick update: We now have published a short preview video https://vimeo.com/221256010 ==== I'm excited that we finally are on the road of start sharing our first VR project – an interactive archviz VR walkthrough of a loft style apartment. We showed it publicly at Ligna (Deutsche Messe) and very soon it should be published. 184210184203184211184209184208184207184206184205184212 We started developing it for the Vive headset and beside the prepared PC (first person) version we now aim to port it for the PlayStation VR goggles as well. The main purpose of the walk-through was to have a narrative, a story to be told. We came up with a scenario which complimented the use of different interactive objects, i.e. some-thing to grab and through, different types of opening of interior and furniture doors, turning on appliances etc. For the proper scenario rundown, please scroll down to the bottom of the article. The client for the project is coming from the furniture industry so the absolute accuracy of the furniture pieces and their fittings was a must. We spent quite a few hours perfecting the animation of the showcased hardware (wardrobe and kitchen top row mechanisms, all the hinges and sliding doors etc). On the software side – for the furniture design we used a dedicated interior design software – imos. It can export the geometry with CAD precision which alongside being quite hard to manage was also a must. For our main 3D needs we relied, as usual, to CINEMA 4D. After the preparation was done we prepared a quick lighting scenario, so we know what to aim for once inside of UE4. Here is a short spec sheet: • Lighting build on around 70 CPU cores. Took appx. 9 hours. • Each of the scenes was roughly around 4,1 mil triangles – after the poly reduction in C4D • Accurate collision geometry – created in CINEMA 4D – for every object that was meant to be grabbed. • Developed and played on both GTX 1070 and 1080.   Here is how the story goes: • our fictional character wakes up and throws the annoying alarm • she puts on some music and gets a quick look inside the wardrobe • goes down to the kitchen and grabs a morning cup of coffee • while she tries to find sugar for it, she presents the different kitchen cabinet types • then she goes to check the forecast showing another furniture door type and turning on the first appliance • she then goes out on the terrace, so she can check the actual weather • going back to the loft she steps into the home office area and presents the stand-up desk • pressing the button wakes up the workstation and she is presented with a question • that way she is able to completely swap the whole scene (materials, geometry and environment)

Posted on 06.06.2017

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