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Nim-Soo-Sin the yellow, a character from the descent-like game forsaken, but reimagined as a knife wielding yellow dragonborn, based on the dungeons and dragons 2nd edition yellow dragon, or what I like to call the yellow trumpet!(*Dragons in her universe are not dyapsids, & are more ancient than dinosaurs, which they are not dino's btw*)
The bottom picture shows the original human version of the character.
Buckle into your spaceship and prepare for a bumpy liftoff! We've got astronauts!!! Planets!!! Aliens??? And so many mysteries to unravel in my upcoming Kiribaku sci-fi piece, Six Degrees of Freedom, featured in the digital anthology, @lionheartkrbkzine!
❤🧡 PREORDER NOW! 🧡❤
- EXCERPT -
Eijirou brought his hands to his head and groaned. Waking up from cryosleep was always nasty business, but he’d gotten used to it after being put under a few dozen times. Back home, it had been a controlled process, with a whole crew of scientists monitoring him as the cryochamber systematically thawed him and woke him up in stages.
But this time, the ship had overridden that process, thawing him much too quickly and forcing him awake to flashing lights, a blaring alarm, and the words “HYDRAULICS SYSTEM FAILURE'' blinking red on the piloting screen. He’d had no choice but to pilot the ship to the nearest planet, through an unfamiliar atmosphere, before crashing and then stuttering to a halt on rocky terrain.
Hopefully, this was the right planet. A nice, inhabitable planet. One with air and water and optimal atmospheric conditions.
VR 6DoF Demo
Ongoing work in progress from Josh Gladstone explores adding 3D depth to 360 videos using Google Jump camera footage, Unity and Samsung VR.
The results are far from realistic and can be very rough but it is in the direction of what to expect in the future. The first video below is the latest iteration and a shorter demonstration, the second video is longer and has more examples:
This is the third part of my experiments into generating 6dof volumetric video using Google Jump 360 video and depth footage. Links are below to parts one and two. In this video, I demonstrate a project I'm working on for mobile vr that renders 6dof volumetric video with positional tracking. The app loads 360 stills and videos with corresponding depth maps, and allows you move around within and manipulate them in virtual reality.
This project is developed in Unity. VR hardware is a Gear VR / Samsung S7 Edge, and Nolo CV1 motion tracking system (nolovr.com).
Previous Videos: Part 1: https://youtu.be/UGX9_OlsiAk Part 2: https://youtu.be/Nu9OgM5Kvoc
Link
CFD simulation of 6 Degree of Freedom container with sloshing liquid using OpenFOAM. Download OpenFOAM simulation files of this case here: http://fetchcfd.com/view-project/269
Doing some gameplay modding with the original DOS Descent II using HAXMEDIT. The level is by DarkFlameWolf from her project “Descent 1 The Lost Levels” (a set of more or less D1-style levels for Descent II), with most of the Descent II and Vertigo enemies robots by Descent 1 robots except for some particularly interesting and useful D2 robots (Ice Spider, Sidearm, ITD/ITSC, E-Bandit, Smelter, Seeker, and Boarshead).
The gameplay mod adds tracer effects to the vulcan and gauss cannons, makes flares cost no energy, makes all robot versions of player weapons look and sound the same as the player versions, restores missing robot sounds from Descent 1, and rebalances the Class 1 Driller and Fusion Hulk. They both carry new robot versions of their weapons that scale with difficulty. On Rookie, which I’m playing on, it is quite possible to dodge much of the fire from Class 1 Drillers (as you’ll see in the video), though it requires room to maneuver, distance, and impeccable reaction time. They’re still very scary, but not unfair like in Descent 1. I plan on also making homing robot weapons much slower on difficulties below Ace to allow players to outrun them and pull off wild missile dodges like with revenants in Doom. It works with any source port except D2X-XL, which handles sounds differently from the original engine and will not work properly with the modified .s11 and .s22 files.
I plan on eventually making a level or even multiple levels for Descent using this gameplay mod as a base.
Adobe Tech Could Give Cheap 360 Cameras 6-DOF Upgrades
“We present an algorithm that enhances monoscopic 360-videos with a 6-DOF and stereoscopic VR viewing experience. Given an input monoscopic 360-video, in an offline stage we infer the camera path and the 3D scene geometry by adapting standard structure-from-motion techniques to work with 360 videos.”
“We then playback the input video in a VR-headset where we track the 6-DOF motion of the headset and synthesize novel views that correspond to this motion. We synthesize a new view for each eye in parallel to achieve the stereoscopic viewing experience. Our main contribution is a novel warping algorithm that synthesizes novel views on the fly by warping the original content.”
Occipital Tracking
Demo from Occipital of their Augmented Reality tech which can familiarise itself within an environment with just a single camera input:
Today, Occipital is launching 6-DoF tracking for AR/VR devices that can use just a single camera and IMU. Occipital Tracking achieves Lighthouse-level user experience with no need for external trackers or hardware. Occipital Tracking is also able to reconstruct and render a representation of the user's real world environment in VR using SLAM with a single camera. This lets users avoid obstacles and explore virtual environments more safely.
We are aiming to help set the standard for what the UX should be with SLAM-based tracking and mapping for VR and AR. To help bring positional tracking to more devices, Occipital Tracking will be free for up to 10,000 units for anyone making a consumer AR/VR device and will work with Mono + IMU, Stereo + IMU, and RGBD sensing.
More Here