Abstract—Virtual Reality (VR) is believed to be the future of gaming and even application platforms. However, creating a VR application from scratch takes up a lot of time and research. Virtual Reality frameworks simplify game development by allowing the developer focus on the actual design and system rather than dealing with the core functionalities and interactions of a VR application. In this paper, we present a Virtual Reality framework using Unity3D and the HTC Vive. With this framework, any developer can easily create a VR environment with interactions, scene objectives, player explorations, and many more. This framework is used in the creation of the adventure fantasy game, Eldervine, and adapted for the scene creator application, ANEEME. Results of experiments conducted show the framework’s usability in creating different VR applications and its capability to make the interactions intuitive and the experience immersive.
Index Terms—software framework, virtual reality, inter action, immersion, game development, VR development
The project aims to focus on building technologies that will enable us to see our hands and use them to interact with objects in virtual reality (VR). Particularly, the integration of hand tracking in VR and their interaction with virtual objects, and the creation of realistic environment (assets) to make the experience more immersive. The goal is to create a realistic 3D hand model that can be animated in real-time using motion capture: incorporating the hand creases, skin color, and skin deformation. By creating a parametric 3D hand model, the animator can control specific properties of the hand which can be used to create not only realistic hands, but also character specific hands (longer fingers, longer nails, smaller palm size, etc.). (Paper)
ANEEME is an interactive mesh cutting tool for automatically creating rigged humanoid model from static model. The system has the capability to separate conjoined parts of a static humanoid mesh and automatically rig it without requiring the input model to be in T-pose. If the model has conjoined parts, it provides the user a cut-out tool to separate these parts and re-mesh it using four user-defined points (for each conjoined part).
We present a method for the real-time procedural generation of a growing plant based on biological rules and physical assumptions, using tree as a model. Segments of spirals are used to model the plant modules, (e.g. leaf lamina, leaf sheath, branch) controlled by parametrized growth functions with growth rates determined by factors such as nutrient uptake. Its structure is controlled by a probabilistic branching mechanism determined by factors such as branching order and maximum angle of branching.