vr-modeling Logo
latest

Contents:

  • Welcome to vr-modeling’s documentation!
  • 1. User Guide
    • 1.1. Gallery & Showcase
      • 1.1.1. Overview
      • 1.1.2. Deformations
      • 1.1.3. Editing meshes
      • 1.1.4. Misc
    • 1.2. Virtual Reality in Unity
  • 2. Developer Guide
  • 3. C#/Unity Reference
  • 4. C++ API Reference
  • 5. Report
vr-modeling
  • »
  • 1. User Guide »
  • 1.1. Gallery & Showcase
  • Edit on GitHub
Next Previous

1.1. Gallery & Showcase¶

This is a bachelor thesis trying to create a VR editor for libigl with Unity. It is meant to work towards a VR equivalent of the 2D libigl viewer.

1.1.1. Overview¶

../../_images/simple-deform-usage.gif

Fig. 1.1 Biharmonic deform example with multi-selection and two handed transformation.¶

../../_images/arap-usage.gif

Fig. 1.2 As-Rigid-As-Possible deform example. Performs slower than the harmonic, however, causes less distortions and retains more surface details. We can see that the geometry operations are on a separate thread.¶

../../_images/arap-sheet.gif

Fig. 1.3 As-Rigid-As-Possible of a flat sheet.¶

../../_images/multi-object-usage.gif

Fig. 1.4 Support for multiple meshes. Context sensitive input hints can also be seen on the controller.¶

1.1.2. Deformations¶

../../_images/harmonic-dynamic-selections.gif

Fig. 1.5 Biharmonic deform working with varying number of selections as boundaries¶

../../_images/knight-arap-vs-harmonic.gif

Fig. 1.6 As-rigid-as-possible preserves surface details and volume better in comparison to the biharmonic deformation.¶

1.1.3. Editing meshes¶

../../_images/pivot-modes.gif

Fig. 1.7 Different pivot modes are available - hand, mesh center, selection center. This can be toggled via UI (seen at the top) or via a button.¶

../../_images/selection-modes.gif

Fig. 1.8 Different modes for editing the active selection - add, remove, invert and new/clear selection per stroke.¶

../../_images/transforming-selections.gif

Fig. 1.9 Different ways of selecting which selection/s should be transformed based on the bubble brush. When starting a stroke the selection mask inside the brush is used, if empty the active selection mask is used. Only when both hands have the same mask scaling and two handed rotation are enabled.¶

../../_images/multi-object-editing.gif

Fig. 1.10 More detailed example of multi-mesh editing. Switching between editing a mesh and transforming the whole mesh (similar to edit and object mode in Blender). The holographic shader can also be seen when the active mesh or controllers are occluded.¶

1.1.4. Misc¶

../../_images/performance-thread-indicator.gif

Fig. 1.11 Performance is still in real-time for large meshes. If a geometry calculation takes too long the thread indicator shows, which is quite useful for debugging.¶

../../_images/ui-tooltips.gif

Fig. 1.12 Tooltips are shown on the left hand (green box) when hovering over a UI element. Input hints are placed on the controller and adapt based on what you are doing. This makes the app much more user-friendly.¶

../../_images/ui-interaction.gif

Fig. 1.13 UI panels can be grabbed, the laser is only for interaction with the UI and is hidden otherwise.¶

../../_images/vr-locomotion.gif

Fig. 1.14 Teleporting and snap turn for locomotion in VR¶

Next Previous

© Copyright 2020, Roger Barton Revision 69885cd4.

Built with Sphinx using a theme provided by Read the Docs.