Creating Inexpensive Virtual Reality Architectural Spaces Using Head Tracking and Video Game Engines
Channel: Hudson Pridham
Date: 2013-02-15

This video was part of a project I undertook as a self guided research elective while pursuing my Bachelor of Architectural Studies at the University of Waterloo. At the time of this project, 2008, I was in my first semester of my third term in the four year undergraduate architecture program. A lot has changed since I undertook this project; the Oculus Rift for one will make such VR environments much more appealing.

Project Brief:

Architects and architectural students are always striving to best represent their work in order to improve and highlight its qualities. This project aims to further this goal by bringing architectural designs into an environment which can be experienced at a higher level of sensitivity than was previously possible on an affordable level. Specifically, in the University of Waterloo context, this will respond to the apparent lack of awareness of the interior conditions of building designs in student work. This project will provide an opportunity for a greater understanding of these interiors, and therefore lead to more sophisticated and thoroughly developed designs.

The aim of this project was to create a virtual reality environment which immerses architects in their design. Through a series of processes, a model can be moved from a stagnant, 3D space relegated to the computer screen environment with limited means for user interaction, to a fluid, dynamically responding virtual reality (VR) environment which responds to the head movements and body position of users. This allows the designer to move, explore and experience the interior space of their project in a more realistic and engrossing manner.

Using readily available consumer electronics, software, and public knowledge, 3D models can be transformed from FormZ (the dominant 3D software at the University of Waterloo) to 3D Studio Max, followed by transporting it to the 3D video game environment of Unreal Tournament. Without any modifications, this new context allows for users to experience their model rendered in real time, perceiving space, lighting, and materiality with new understanding. This can be enhanced by using the existing technology of the Nintendo Wiimote and public initiatives which aspire to use the Wiimote for new types of user interaction. Specifically, head-tracking software written in GlovePIE allows the user to physically look around the building model and advance with their own body movements.