Olli Tiilikainen retweeted
I went to Brooklyn to try out the sensory future cnet.com/tech/computing/i-woā¦
Olli Tiilikainen retweeted
Vision Pro mega-thread 1/5:
My advice for designing and developing products for Vision Pro. This thread includes a basic overview of the platform, tools, porting apps, general product design, prototyping, perceptual design, business advice and more.
Disclaimer: Iām not an Apple representative. This is my personal opinion and does not contain non-public information.
Overview:
Apps on visionOS are organized into āscenesā, which are Windows, Volumes, and Spaces.
Windows are a spatial version of what youād see on a normal computer. Theyāre bounded rectangles of content that users surround themselves with. These may be windows from different apps or multiple windows from one app.
Volumes are things like 3D objects, or small interactive scenes. Like a 3D map, or small game thatās not immersive.
Spaces are fully immersive experiences where only one app is visible. That could be full of many Windows and Volumes from your app. Or like VR games where the system goes away and it's all custom content. You can think of visionOS itself like a Shared Space where apps coexist together and you have less control. Whereas Full Spaces give you the most control and immersiveness, but donāt coexist with other apps. Spaces have immersion styles: mixed, progressive, and full. Which defines how much or little of the real world you want the user to see.
User Input:
Users can look at the UI and pinch like the demo videos show. But you can also reach out and tap on windows directly, sort of like itās actually a floating iPad. Or use a bluetooth trackpad or video game controller. You can also look and speak in search bars, but thatās disabled by default for some reason on existing iPad and iOS apps running on Vision Pro. Thereās also a Dwell Control for eyes-only input, but thatās really an accessibility feature. For a simple dev approach, your app can just use events like a TapGesture. In this case, you won't need to worry about where these events originate from.
Spatial Audio:
Vision Pro has an advanced spatial audio system that makes sounds seem like theyāre really in the room by considering the size and materials in your room. Using subtle sounds for UI interaction and taking advantage of sound design for immersive experiences is going to be really important. Make sure to take this topic seriously.
Development:
If you want to build something that works between Vision Pro, iPad, and iOS, you'll be operating within the Apple dev ecosystem, using tools like XCode and SwiftUI. However, if your goal is to create a fully immersive VR experience for Vision Pro that also works on other headsets like Meta's Quest or PlayStation VR, you have to use Unity.
Apple Tools:
For Appleās ecosystem, youāll use SwiftUI to create the UI the user sees and the overall content of your app. RealityKit is the 3D rendering engine that handles materials, 3D objects, and light simulations. Youāll use ARKit for advanced scene understanding. Like if you want someone to throw virtual darts and have them collide with their real wall, or do advanced things with hand tracking. But those rich AR features are only available in Full Spaces. Thereās also Reality Composer Pro which is a 3D content editor that lets you drag things around a 3D scene and make media rich Spaces or Volumes. Itās like Diet-Unity thatās built specifically for this development stack.
One cool thing with Reality Composer is that itās already full of assets, materials, and animations. That helps developers who arenāt artists build something quickly and should help to create a more unified look and feel to everything built with the tool. Pros and cons to that product decision, but overall it should be helpful.
Existing iOS Apps:
If you're bringing an iPad or iOS app over, it will probably work unmodified as a Window in the Shared Space. If your app supports both iPad and iPhone, itāll look like the iPad version.
You can use the Ornament API to make little floating islands of UI in front of, or besides your app, to make it feel more spatial. But thatās not something all existing apps get automatically. Ironically, if your app is using a lot of ARKit features, youāll likely need to āreimagineā it significantly as ARKit has been upgraded a lot.
If youāre excited about building something new for Vision Pro, my personal opinion is that you should prioritize how your app will provide value across iPad and iOS too. Otherwise you're losing out on hundreds of millions of users.
Unity:
You can build to Vision Pro with the Unity game engine, which is a massive topic. Again, you need to use Unity if youāre building to Vision Pro as well as a Meta headset like the Quest or PSVR.
Unity supports building Bounded Volumes for the Shared Space which exist alongside native Vision Pro content. And Unbounded Volumes, for immersive content that may leverage advanced AR features. Finally you can also build more VR-like apps which give you more control over rendering but seem to lack support for AR Kit scene understanding like plane detection. The Volume approach gives RealityKit more control over rendering, so you have to use Unityās PolySpatial tool to convert materials, shaders, and other features.
Unity support for Vision Pro allows for tons of interactions youād expect to see in VR, like teleporting to a new location or picking up and throwing virtual objects.
Olli Tiilikainen retweeted
Game changer. You can now run GPT locally on your macbook with GPT4All, a new 7B LLM based on LLaMa.
It's completely open source: demo, data and code to train an assistant-style large language model with ~800k GPT-3.5-Turbo Generations based on LLaMa
github.com/nomic-ai/gpt4all
Olli Tiilikainen retweeted
I tried creating a proof-of-concept implementation of a ChatGPT-powered shader generator for Unity.
github.com/keijiro/AIShader
Olli Tiilikainen retweeted
Read about the journey of Project Modular, the prototype design of a solo dev for fully MODULAR and OPEN controllers for virtual reality (SteamVR)!
#virtualreality #hardware #metaverse #tech skarredghost.com/2022/12/16/ā¦
Olli Tiilikainen retweeted
Within this 43mm wide x 9mm thick body, we were able to fit optics, pcb, battery and display - no wires, no hang-ups. #opensourcehardware
Olli Tiilikainen retweeted
Working on easy switching from standing gameplay to tabletop mode in @CubismVR using @MetaQuestVR's Scene API
#screenshotsaturday
Olli Tiilikainen retweeted
1/ Now you can create "drone" shots from your phone footage, thanks to NeRF
Collab with @justlv / software @nerfstudioteam / see below for our process
#NeRF #neuralrendering #artificialintelligence #instantNeRF
Olli Tiilikainen retweeted
Hey!šāāļøOur Interaction SDK is now live for you to play with and includes many of our recent hand explorations! Additionally, MR Passthrough is now available through Oculus Link for fast MR prototyping and development! š¤©
š developer.oculus.com/blog/prā¦
Olli Tiilikainen retweeted
Today we launch Ultraleap 3Di, our newest camera, designed specifically for OOH and retail settings š
3Di works alongside our award-winning TouchFree solution to bring touchless interaction to your screen or kiosk!
1/2
bit.ly/338LbWI
Olli Tiilikainen retweeted
Having seen some recent mixed reality demos I can't wait for more people to experience them. Really had to describe the experience but as transformative to me as the first VR demos I had 7 years ago
Olli Tiilikainen retweeted
Experimenting with an alternative for joystick locomotion using hand tracking.
I think an approach like this could be easier to discover/learn for newcomers, and provide more movement flexibility than e.g. gesture based teleporting.
#handtracking #oculus
Olli Tiilikainen retweeted
I had an early look at the VIVE Flow, and I can see its benefits. It seems to be perfectly geared for relaxers who want to step out of reality. The VIVE Flow cannot be compared to the Oculus Quest... mostly.
My impressions: immersivewire.com/vive-flow-ā¦
Olli Tiilikainen retweeted
HTC Announces Vive Flow, a Compact VR Headset Focused on Casual Entertainment & Wellbeing ow.ly/AJmW50GrkZP @htcvive
Olli Tiilikainen retweeted
Holograms get real: Startup creates objects out of light and thin air cnet.co/3llDORQ via @CNET
Olli Tiilikainen retweeted
New ways to experience culture and art. Anywhere, any time.
Vallisaari Island VR experience with @HELbiennial and @facebook Open arts.
Get your @oculus on and explore!
oculus.com/experiences/questā¦
#VirtualReality #Helsinki #virtualhelsinki #vallisaari
Olli Tiilikainen retweeted
Comp4010 Lecture7 Designing AR Systems by @marknb00 #augmentedreality #humancomputerinteraction slideshare.net/marknb00/comp⦠via @SlideShare
Olli Tiilikainen retweeted
This AR motorcycle helmet is next level
This smart motorcycle helmet features a futuristic AR display
The CrossHelmet is aiming to provide wearers with an enhanced riding experience by incorporating a sound control system and a head-up AR display with navigation, ride data, and a rear view camera.























