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VR EXPERIENCE TITLE OPEN

By on March 18, 2014

We just posted up our new VR experience titled K&L Station which leads you into our experience,  the CAVE.  (The link is in the previous blog post)

We wanted to create a branded opening experience that leads you into each of our VR experiences. Similar to a Film Studio title…


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New Oculus Experience: The K&L Station

By on March 14, 2014

A Cinematic Hugo meets the 5th element

Quick blog post today. First off, thanks to everyone who helped beta test. The feedback really helped us turn up the graphics to 11. So without any delay, here’s our next Oculus VR release:

 Windows x86: http://bit.ly/1fA4KAK
Mac: http://bit.ly/1pFmTmt

A couple of notes….


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Variance Shadow Maps

By on February 24, 2014

Real time shadows are still an annoyance in real time graphics. Surprisingly, even the latest next-gen games use a multitiude of shadowing techniques to compensate for each one’s shortcommings. (Crytek shadow techniques: http://www.crytek.com/download/Playing%20with%20Real-Time%20Shadows.pdf)

The solution? Visual scoping. Be cogniscent of the techniques available and craft the art direction within those…


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Art+Tech Demo:Virtual Reality Iron Man UI

By on January 27, 2014

The Cave: Chillin’ with J.A.R.V.I.S in Virtual Reality

Ever wanted to know what it would be like to control J.A.R.V.I.S. like Iron Man? So did we. So we made a Virtual Reality demo for the Oculus. Try it out and let us know!

We’re really excited about creating…

3D Head Scan Using One Camera


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Breakthrough: A 3D Head Scan Using One Camera

By on March 13, 2013

So over the last couple of months, Cory & I have been working on putting together an augmented reality short and we’ve been chipping away at all sorts of workflow obstacles to overcome. One of the big challenges is figuring out a way to not have to use 45…


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Character Animation with Kinect Motion Capture

By on February 19, 2013

Last time, I gave an overview on how we can capture 3D photo-quality people for augmented reality executions.  One of the challenges going forward is once we capture them, how do you animate them? Again, our number one constraint is that we are always fighting the time budget. Animating people by…

Unity Augmented Reality Workspace


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Unity: Our drag n drop augmented reality engine

By on February 18, 2013

Now that we have a 3D model, we have to figure out a way to make her show up in augmented reality space, which usually means we need a video game engine. Normally, these things take a lot of time and experience to write (I think it took me…


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Photographing People in 3D with Photogrammetry

By on February 13, 2013

Photogrammetry
When you don’t have an army of vfx artists at your disposal, you are constantly fighting one big enemy: time. Surprisingly, the time budget is your biggest enemy, even more than the money budget.  When working at the high-end vfx level, the…

Augmented Reality Bug Light Girl by Mythly Studios


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An Augmented Reality Breakdown with Bud Light

By on February 9, 2013

Back in November 2011, I saw a pretty cool augmented reality ad-app: the app provided you X-ray vision into Moose Jaw’s catalog and it would show you the models in their underwear. Now this app got a lot of buzz (increased catalog sales by 35%!) but what I found…