VR for design visualization – Part 1

Google Cardboard 2

I've been thinking about Virtual Reality, of late, as I've been working on an internal project that requires VR to deliver architectural visualizations. As I've been thinking about it, I thought I'd write about it. Trust me, it's better than me writing about something I'm not thinking about. 🙂

The state of the art

"If you want quality VR, you need an HTC Vive or an Oculus Rift." If I had a dollar every time someone said this to me, I'd be able to afford a round of venti lattes at Starbucks. The prevalent thinking is that you need positional tracking and a high-end PC driving one of these HMDs (Head Mounted Displays) to make VR a compelling experience. It's also believed you need a game engine – most commonly Unity, but I expect to see more use of Stingray here, especially for design viz – to deliver real-time graphics with a frame-rate that's not going to make you violently ill.

Cutting the cord

For me it feels as though we're falling victim to entrenched thinking: in the early 1980s who honestly believed CAD would ever be possible on anything other than a high-end workstation? Let alone a phone! Technological advances (I'm loathe to say "Moore's Law", as there's more to it than that) mean untethered experiences will become increasingly viable – whether via Google Cardboard, devices such as Gear VR or (one day) a self-contained VR solution based on Android VR.

There is incredible power in being able to experience VR in this way. You can hand someone a phone (or – and this is even more powerful – have them use theirs!) and give them the chance to visualize a design they care about in stereoscopic 3D. No cords, no attachments… quick and easy.

Going non-native

VR is still very much client-based: again, you "need" a native experience to meet the "quality requirements" for VR. That means having an app of some kind – often a game engine runtime – delivering stereo graphics. This is really no longer the case: major browser manufacturers (Mozilla and Google) already have nightly builds (of Firefox and Chrome) that support the nascent WebVR protocol, allowing them to deliver 75Hz (and in due course 90Hz) graphics via tethered HMDs. And a comparable mobile experience shouldn't be far behind.

In my opinion the future of VR is web-based. The benefits are just way too compelling for us to be stuck with siloed, native VR experiences.

Beauty is in the eye of the beholder

VR people get really hung up on frame-rates, mainly because their assumption is that they're catering to the entertainment market, where people will be immersed in VR for hours on end. This is not the case for design viz: for many purposes the convenience of an untethered experience more than makes up for any lack in quality. And for the majority of design viz use-cases, they're going to be using it for minutes, not hours, which changes things dramatically.

VR sickness is a real problem, but one that can be mitigated in different ways. You can either go for quality – make sure the brain is completely fooled into really believing the information it's being fed – or you can stop short of "uncanny valley" (and yes, I know this is really something else… but the parallel is there). You can limit the experience in a way that feels OK to the user but stops the nausea… I found that having the object pinned on a turntable – that head rotations causes to spin – is one great way to avoid the problem (known technically as the vergence-accommodation conflict), but I'm sure there are others.

So where am I heading with all this? Overall my point is that I believe there to be a number of VR solutions for design visualization that are compelling to users, without us all requiring umbilicals to gaming PCs. And even if you're not convinced, today, it will increasingly be the case as technology evolves.

In the next post I'll try to enumerate the different categories of "VR for design viz" solution that I'm aware of today. I'll also spend some time talking specifically about a solution I've been looking into that some might consider the ultimate in low-tech VR, but that works with any decent architectural rendering from Autodesk software.

In the meantime, what do you think? Are you a VR-purist or -pragmatist?

(By the way, some of you may have noted that I'm supposed to be on vacation, this week. If you find this post a bit of a rant, or slightly rushed, please take the fact I'm not even meant to be writing it into account. 😉

photo credit: Google Cardboard 2 via photopin (license)

4 responses to “VR for design visualization – Part 1”

  1. Hello Kean,

    at first I´m VR-purist. I think google cardboard is just for the beginning of a whole Evolution of displaying contents in VR. Some movies and games are made for VR/cardboard to implement this technology into the odinary life.
    The more interessting part is the visualistion of "what can we do" or "what i want to have". If you have something in your mind (a world, building, creature) you want to see and "live in" it. So i think there´s a huge potential for tech-companies, seller and devs 😉

    greetings

    ron

  2. James Maeding Avatar

    Hi Kean, great subject. I have not had enough VR experiences to know if I am a purist or not, and I'd rather have something in stereo 3d than nothing. So I am a civil engineer that has tools like Civil3D, navisworks, infraworks, and so on, the tools in the IDSU suite. I also have written my own design program in C#, similar to Civil3D, which we use for making the 3d breaklines for surfaces, and also for making 3d utilities. So I have full control and options on how I display our design data. Infraworks is the easiest to use gaming engine so far, but its not VR. We have also done Unity, but its much harder to use and format data for than IW. You mentioned HTML5 and WebVR. I'd like to understand if those formats can use solids from autocad in some form, or if I must rebuild the solids from whatever info sources I can create or harvest from. I have also thought about using openGL to show pipes and things we create, as hat seems like a robust format with viewing controls available. Unity is pretty slick though, wish I was better at it. thx

  3. Hi Kean,

    I agree with your general point that we should have a wide range of VR platforms. Google Cardboard is a great platform for stereo panoramas and its introduction has been fantastic for democratizing access to VR.

    However, I cannot disagree more strongly with your contention that frame rates are unimportant. Maintaining the target frame rate of the platform is the absolute #1 priority of a VR application and the only way anyone has discovered to keep VR sickness 100% at bay for a wide audience.

    I am a VR developer who has been lucky enough to work with the new VR hardware of the last few years. When I demo content on an HTC Vive, _no one_ gets VR sickness, regardless of how long they spend with the headset on. In contrast, the low frame-rates I sometimes encounter as I develop content leave me feeling ill with just a few seconds of exposure. You don't have to read many accounts online to see that these are completely standard experiences.

    Please do not spread the idea that low frame-rates in VR are acceptable or show experiences with low frame-rate. You are not only hurting your own products, but all of us working to broaden the reach of VR.

    Thanks,
    Matt

    1. Kean Walmsley Avatar

      Hi Matt,

      I didn't say low frame-rates were unimportant, I just said that for casual design visualization use - where you're not necessarily creating immersive viewing environments - it doesn't have to be a critical issue. There are things you can do - such as fixing the camera target, creating a turntable effect - that stop the feeling of sickness.

      I did say that VR developers get very worked up about this issue, so thanks for illustrating that perfectly.

      Regards,

      Kean

Leave a Reply to James Maeding Cancel reply

Your email address will not be published. Required fields are marked *