Reblog: Pay attention: Practice can make your brain better at focusing

Practicing paying attention can boost performance on a new task, and change the way the brain processes information, a new study says.

 

In my first blog post on the Oculus forums, I write:

“Boiling things down, I realized a few tenets of virtual reality to highlight 1) is that one is cut off from the real world if settings are in accordance (i.e. no mobile phone notifications) and therefore undivided attention is made. 2) Immersion and presence can help us condense fact from the vapor of nuance. The nuance being all of the visual information you will automatically gather from looking around that you would otherwise not necessarily have with i.e. a textbook.”

What would you leverage VR’s innate ability to funnel our attention and focus for?

from Pocket

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Project Futures: The Future of Farming

The following is the 1 – 5 paragraph proposal I submitted to Oculus Launchpad 2017. In terms of why you should care about this, I am open to suggestions on what installments to make next.

Project Futures is a virtual reality series that aims to put people right in the middle of a realized product vision. I’ll set out to make a couple example experiences to share from rolling out over the next couple of months. The first will be about the future of farming. Vertical, climate controlled orchards that are shippable to anywhere in the world. 

“His product proposes hydrant irrigation feed vertical stacks of edible crops—arugula, shiso, basil, and chard, among others—the equivalent of two acres of cultivated land inside a climate-controlled 320-square-foot shell. This is essentially an orchard accessible by families in metropolitan settings. People will need help a) envisioning how this fits into the American day b) how to actually use an orchard/garden like this”

Industrial Landscape

Since VR is such an infant technology, if you can communicate your idea introduce your product, using a more traditional method (e.g. through illustration, powerpoint, or video as below) then you probably should.

vertical_farm_2

There are, however, some ideas that are very bad to communicate using traditional methods. That’s why it’s an appealing idea to use VR to introduce product ideas today. Climate controlled vertical farms that are shippable are extremely difficult to conceptualize for the average American. There is real value for the customer; who gets a learning experience fueled by virtual interactions and immersive technology about what it’s like to use one such orchard for grocery shopping. 

Now here’s where my story starts to converge with this idea for the series. I keenly seek out constraints that will allow me to keep healthy and eat healthily. Incredibly, I’m using a service which allows local bay area farms to deliver groceries for the week to my door every Tuesday.  I only order paleo, or rather plant based pairings with a protein, ingredients.

What I want to focus on, is that currently, this service isn’t ready to scale across the nation. I guess, there simply aren’t resources for the same crops in different places among other logistical reasons for not scaling far beyond the bay area. So I thought…. this delivery infrastructure obviously sits atop resources created by farmers. So, to scale this delivery which can be so good for the consumer’s health, well, the infrastructure promise of a shippable orchard can be huge. Conditional on the climate controlled, shippable orchard’s effectiveness, all geographic areas would be addressable markets for such a delivery service.

I would like to empower people across the world to have access to healthy foods. But an important point in this process is a shift in thinking about how this healthy future might exist. VR is a device that I’ve paid close attention to for a couple of years and before I get too far ahead of myself, I will see what I can produce with it to communicate on the idea of the climate controlled shippable orchard. An example of the interaction a user would have is depicted here.

411HRB1dUHL_jpg__500×360_.png

 

As a user puts the tracked controller into the collider of the plant she can spatially pick one of the options (“pluck”, “about”, “farm”).

‘Pluck’ will do exactly what you’d expect, spawning perhaps a grocery bag for the user to place that bit of shiso (or kale) in. ‘About’ would detail more about the crop (i.e. origins and health benefits). ‘Farm’ would articulate the local of optimal growth and known farmers of such a crop.

If you have an idea that you think would slot well into the Project Futures virtual reality series about the future of different products. Ping me at dilan [dot] shah [at] gmail [dot] com as I would love to talk to you about it.

OLP Day 2: Chris Pruett Unity Session

The following are my notes from a day at Oculus Launch Pad 2017 with Director of Mobile Engineering @ Oculus, Chris Pruett.

Chris Talking about Unity Workflow and Areas of OLP Interest

Unity Scene Setting: Grungy mid-80s arcade space with a main room and games room. Built for Rift, Vive, etc. details differ at a SDK level. It’s unreleased and he is focused on Mobile VR, and hence it’s designed to be efficient for mobile target devices.

Loading Scene and other tricks and tips for optimizing load-in

The base is that it takes a really long time to load things. The purpose of this is basically to contain the OVR SDK utilities and also has a higher frame rate. If you have been in a heavy load scene and move your head around you get really bad frame drops. One other thing you can do on the topic of scene load (takes a really long time to load a couple hundred megabits of data on a phone), put the assets in an asset bundle. Unity 5 also loves to check the preload audio data check box in “import settings” for any audio file. To take pressure off of the game engine uncheck this “Preload Audio Data” box; it’s possible to shift audio “load type” to “Compressed to Memory”.
Before the level load
  • Put scenes assets in an asset bundle, use the OVROverlay script, synchronously load, when complete turn the cube map off
  • You could decide that a one-time level load is better than a multiple level load. As long as your session time is fairly long you paid all the costs at one time, and now you have a memory buffer for the experience.
————————————————————————————————————–

What’s notable inside OVR Utilities

You have a package called Oculus Utilities for Unity 5 this notably contains:
  • High-level VR Camera Headset (e.g. LeftEyeAnchor, RightEyeAnchor, CenterEyeAnchor)
  • Controllers API for higher-end hand-controllers (Touch) and lower-end hand-controller (gear)
  • User gets to choose left/right setting for the Gear controller
  • OVRInput.cs is abstracted in a way that allows for input from any controller (i.e. LTrackedController or RTrackedController)

OVROverlay

  • Built into the Oculus SDK – it’s a texture that is rendered not by the game engine but by timewarp –– which is something similar to asynchronous reprojection
  • Your engine renders a left and right eye buffer and submits it to the Oculus SDK
  • The basic things that it does are projects images, warping the edge of images in the right way for the specific hardware in use
  • Timewarp – Tries to alleviate judder. It takes a previous frame and reshows this in practice, it only knows about orientation information and it’s not going to help with the camera moving forward. It will render some overlays for you. First of all timewarp has an opportunity to render faster than Unity. Timewarp composites in the layers that you submit which are essentially “Quads”. This is particularly good if you’re rendering video. It was made initially for mobile, but there’s now an additional buffer for Rift that you have to Upshot: You can get a higher fidelity by pushing certain texture through Timewarp.

VR Compositor layer

Does some texture mapping
Screen Shot 2017-06-11 at 2.25.31 PM.png

OVRInput.cs

This section could use some filling out

  • Check the public enum Button for more interesting maps
  • Check out public enum Controller for both Oculus Touch and Gear VR Controller orientation info e.g. LTrackedRemote or RTrackedRemote –– will give you back a quaternion

Potentially To Come: OculusDebugTool, right now it’s only on the Rift


Fill Cost

  • Today eye buffers aren’t rendering the same resolution as the device, but rather 1024 x 1024, which is a 3rd of the resolution of GearVR displays
  • No one comes  fill bound but the buffers are 1400 x 1400
  • The way that Chris thinks about this is the total number of pixels that will get touched for a computation, and the number of times it will compute/touched

Draw Calls

The goal is the get the fewest number of these: check playersettings>options “Static Batching” and “Dynamic Batching” leave them checked. Rendering path is always “forward”
  • Draw calls are organized around a mesh
  • Batches are “when you take like five meshes of the same material and collect them up and issue draw calls in succession (this is because the real-time cost comes with loading in info about the draw)” in Stats this is the total number of draw calls (want to keep under 150), “Saved by Batching” refers to
  • Static Batched objects are objects that you mark as “Static” in the details pane on the right side. Saying that this object isn’t going to move or scale.

Movie Textures

this section needs filling out… not sure what specific advice was doled out

Optimization: Dynamic Versions of Interactive Objects

Colliders get expensive when you start to move them. How do you achieve an optimized version of your app/game with Interactive objects but only pay for them on interact events?
If you want an ‘interactable’ you don’t want the object to be static, but for performance reasons if I know that the object will likely not be moved, for example a pool table (have two pool tables one static and one dynamic) the moment that someone tries to flip this table switch in the dynamic one.
Let’s put this setup on steroids, now we have 2000 objects just like this pool table. Should we still do this swap? You don’t pay for inactive objects (i.e. the dynamic ones that aren’t enabled in the scene) so yes you would be able to use this technique of swapping in dynamic versions/instances of your objects. Let’s pause to consider a slightly different angle on this problem…
Let’s say you just want your 2000 objects to reflect color changes due to environment changes; you can keep your static batching but change the shaders to accommodate this (see lightning example below in “Lightmap and Lightmap Index” section). Another way to accommodate is instance the material, set the material back to the starting material once changes are done.

Frame Debug

Use this to walk through all your draw calls. Can be very helpful to understand how Unity draws your scene. Opaque geometry comes first, followed by more transparent objects.

Expand on how one can open this up in the Unity Editor, please.

Lightmap and Lightmap Index

  • Window>Lighting>Setting you can basically bake your lighting here in “Lightmap Settings”
  • Please fill out this section more if you have other notes
  • If you wanted to have a crack of lightning or something, the way to do that is write your own shader that will light all surfaces for objects by increasing the saturation of every object etc.
  • In the past, Chris has found it edifying to delve into the code for the Unity Shaders such as Mobile Diffuse or Standard, which are all available publicly
Let’s say we want all of the assets in the scene to reflect an ominous mood; you can go into Lighting>Settings:
Unity_5_6_1f1_Personal__64bit__-_StartingScene_unity_-_VikingQuestVR_551_-_Lighting.png

You can barely see but on the far right highlighted in the yellow box, you have a setting for source that is set to “Skybox”

and set “Source” to skybox and apply an ominous skybox there by dragging it from the Project window to the box next to the word “Source”.

 

Oculus SDK for Multiplayer

  • Rooms: once players are in the room they can share info
  • Hard-code a roomID – helps with info transfer across multiple instances of Unity running (i.e.two different gearVRs running with the same app open can share info)
Side Notes
  • Specular – computes the same simple (Lambertian) lighting as Diffuse, plus a viewer dependent specular highlight.
  • Draw calls are organized around a mesh
  • In some cases, Unity will take images that match the same material and batch them (two versions: static mesh batching and dynamic batching) it works based on material pointers.
  • At playtime/buildtime Unity will load a bunch of stuff into the same static combined mesh
  • Colliders get expensive when you start to move them
  • Progressive Lightmapper
  • Combined meshes can be viewed which is cool
  • Unity isn’t going to batch a texture, that’s why he/a very talented artist made the atlas. You can try using Unity’s API for atlas creation or MeshBaker for similar effects.
  • Set Pass Call – is a pass within a shader (some shaders require multiple passes)
  • Unity 5.6 – Single-pass stereo rendering –– halves your draw call # and in practice its about 1/3 of all of this
  • If you want to use Oculus Touch to do pointing or thumbs up (i.e. Facebook Spaces) there is a function found in one of the scripts called GetNearTouch() which allows you to check sensors on Touch Controllers and toggle a hand model point/thumbs up on and off
  • Mipmaps – further reading
  • Occlusion Culling – What you’re able to see or not see at any given second (i.e. Horizon Zero Dawn below) – Window>Occlusion Culling
giphy

click here for the gif source

Reblog: Entropy: Why Life Always Seems to Get More Complicated

This pithy statement references the annoying tendency of life to cause trouble and make things difficult. Problems seem to arise naturally on their own, while solutions always require our attention, energy, and effort. Life never seems to just work itself out for us. If anything, our lives become more complicated and gradually decline into disorder rather than remaining simple and structured.

Why is that?

Murphy’s Law is just a common adage that people toss around in conversation, but it is related to one of the great forces of our universe. This force is so fundamental to the way our world works that it permeates nearly every endeavor we pursue. It drives many of the problems we face and leads to disarray. It is the one force that governs everybody’s life: Entropy.
from Pocket

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Reblog: Doob 3D-High Fidelity Partnership Promo: First 100 Scans Free

Today, High Fidelity and doob™ announce a partnership to enable the importing of doob™ full body scans into High Fidelity virtual reality environments as fully-rigged user avatars.

I myself have made an appointment and will post later on how my model comes out by uploading it to Sketchfab with a high likelihood.

from Pocket

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Reblog: Refining Images using Convolutional Neural Networks (CNN) as Proxies by Jasmine L. Collins

For my Machine Learning class project, I decided to look at whether or not we can refine images by using techniques for visualizing what a Convolutional Neural Network (CNN) trained on an image recognition task has learned.

from Pocket

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