Immersive Visual Effects/Project 2

 Immersive Visual Effects

Cai Zihan / 0378043

Immersive Visual Effects/Bachelor of Design in Creative Media / Taylor's University



TABLE OF CONTENT
INSTRUCTIONS
LECTURES
Project 2
FEEDBACK


INSTRUCTIONS




LECTURES

Week 5


The Three Pillars of VR Immersion: Tracking, Spatial Input, and Interaction

This week's lecture centered on a fundamental challenge: how do we digitize seamless real-world actions into convincing virtual experiences? Using fishing as an analogy—where reality offers one fluid motion—VR must deconstruct and reconstruct that same experience through distinct technical layers.

 

1. Tracking: Building the Body's Digital Shadow

Tracking serves as the VR system's sensory foundation, translating physical motion into quantifiable data. Headsets and controllers capture:

• Head orientation, hand position, controller rotation

• Movement velocity and full-body motion

6 Degrees of Freedom (6DoF) defines complete spatial awareness:

• Three translations: vertical, lateral, depth

• Three rotations: roll, pitch, yaw

Uninterrupted tracking matters because it anchors world stability, reinforces spatial awareness, and enables physically grounded interaction.

 

2. Spatial Input: From Raw Motion to Meaningful 3D Data

If tracking is sensation, spatial input is perception—converting raw movement into actionable virtual commands. The system interprets:

• Spatial coordinates, directional vectors, velocity, pointing angles, and gesture trajectories

3. Interaction: The Virtual World's Response Logic

Interaction determines how the environment reacts to user intent. The system must resolve:

• Which object is being targeted

• What category of action is occurring

• How the virtual world should respond

Four core spatial interaction tasks:

• Selection: Identifying target objects

• Manipulation: Transforming objects in space

• Locomotion: Navigating virtual environments

• System Control: Accessing functions and interfaces

Well-designed interaction sustains user flow, presence, and embodied engagement—not merely functional correctness, but experiential quality.

4. The VR System Loop: A Continuous Human-Machine Dialogue

The lecture presented an integrated model capturing the full experiential cycle:

Physical Action → Tracking Capture → Spatial Input Processing → Interaction Computation → System Feedback → User Adaptation

For VR to feel natural, this loop must operate continuously and transparently. The "Human-in-the-Loop" concept underscores that VR is not merely software engineering—it is the fusion of human kinetics, perceptual systems, and real-time responsiveness into a unified, adaptive system.

In Essence

True immersion in VR arises not from isolated technical achievements, but from the orchestrated harmony of precise tracking, intelligent spatial interpretation, and naturalistic feedback—with the human always remaining the irreplaceable core of the loop.


Week 6


VR Workflow Development: From Iteration to Immersion in PlayCanvas

This week's session explored the craft of building VR experiences—focusing not on rushing to a polished product, but on cultivating a disciplined, iterative development cycle within the PlayCanvas engine.

 

1. The Iterative Mindset: Test, Don't Assume

The lecturer stressed a counterintuitive principle: resist the urge to build final-quality assets early. Instead, VR projects should oscillate continuously between prototyping, head-mounted testing, refinement, and optimization. Desktop preview modes are insufficient—physical headset testing is non-negotiable throughout development, not just at the end.

2. The VR Pipeline: Five Stages of Development

The workflow follows a structured yet flexible sequence:

Defining user journey and interaction goals

Headset Prototyping

Validating interaction hypotheses in actual VR

Comfort Calibration

Tuning movement to prevent disorientation

Performance Optimization

Balancing visual fidelity with render stability

Final Build Preparation

Compiling for target platform distribution


3. Interaction & Movement: The Comfort Threshold

Natural interaction in VR hinges on how the body interprets virtual motion. Key testing dimensions include:

• Object engagement mechanics (grabbing, throwing)

• Locomotion responsiveness

• Player equilibrium and nausea prevention

Critical insight: Abrupt camera shifts, aggressive acceleration, and snap rotations break immersion and induce discomfort. Smooth, predictable movement isn't merely aesthetic—it's physiological.


4. Scene Optimization: When and How

Performance degradation in VR stems from overbuilt environments and unoptimized assets. The discussed strategies:

• Pruning redundant geometry and textures

• Reducing scene complexity without sacrificing atmosphere

• Timing optimization late in production—premature optimization wastes effort when layouts and mechanics remain volatile

 

5. Practical Application: Surreal Horror in PlayCanvas

The hands-on session advanced a Gaussian splat-based horror environment featuring:

Setting: A garden pool corrupted by parasitic infestation

Atmospheric Systems:

• Procedural shader-driven VFX

• Pulsating crimson color behaviors

• Organic, twitching motion patterns

• Environmental mood layers

Technical Experimentation:

• Shader-based mesh deformation

• Progressive color corruption effects

• Unstable biological locomotion for the parasite entity


Week 8

1. Asset Preparation 

  • Unified scale standards: Godot and Unity use 1 unit = 1 meter; Unreal uses 1 unit = 1 centimeter. Scale errors will damage collision detection, interactive range and users’ immersive experience, so assets must be inspected on import. 
  • Interactive hints: Optimize objects to let users easily identify interactive parts (touch, grab, move). Correct object origins and use related tools to ensure normal VR interaction.

2. Scene Layout

  • Architectural sequencing: Build basic spaces (floors, walls, entrances, paths, boundaries) first to define users’ movable areas and guide their attention.
  • Kinetic zoning: Divide functional areas for specific interactions, including opening doors, operating drawers, wheels, buttons and object placement zones.

3. Spatial Design

  • Ergonomic arrangement: Put key content at proper height and viewing angle to avoid physical fatigue for users.
  • Spatial UI design: Embed menus, texts and buttons into the VR scene instead of attaching them to the viewport, for a more natural viewing experience.

4. Core Takeaways 

1. Maintain realistic scale and distance to preserve users’ sense of immersion. 

2. Make all interactive operations intuitive and recognizable. 

3. VR is a body-centered experience. A qualified VR scene should be realistic, comfortable and highly interactive.




Project 2

This week we learned how to use VR in PlayCanvas. First, the instructor had us download the scene from Supersplat and import it into PlayCanvas.



Then let's put items in the scene and add effects.



This week, the professor gave us AI glasses, which we assembled. They couldn't move when viewed on a phone, so we erased them on Supersplat to reduce memory usage.













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