Immersive Visual Effects/Project 3

 Immersive Visual Effects

Cai Zihan / 0378043

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



TABLE OF CONTENT
INSTRUCTIONS
LECTURES
Project 3
FEEDBACK



INSTRUCTIONS


<iframe src="https://drive.google.com/file/d/1PXZI9EIEevXl6hmO4RXqQJqLiwJDIOl2/preview" width="640" height="480"></iframe>



LECTURES

Week 9

-1. 3D Object and VFX Integration The game engine acts as the core real-time integration platform, unifying all assets, interactive logic and rendering effects.

           1.Layered VR object construction logicFunctional VR interactive objects are built in layers, requiring three core components: physical collision boundaries, movement animation rules, and complete interactive trigger logic to realize grabbing, touching and other user operations. 

           2. VFX serves as spatial feedback for usersAll visual effects in VR need to link to user’s body movements and operations: they can render scene atmosphere and guide the user’s sight and operation focus within the virtual space. 

          3. Performance constraint for all effectsVisual effects cannot be made without limits. Creators must balance visual quality and running frame rate, optimize effect resources to guarantee smooth operation and avoid dizziness or discomfort for VR users.

2. Environmental and Atmospheric Effects

This part focuses on techniques to enrich the immersive sense of the whole VR scene, including background, particle, light and fog systems, with optimization as a constant requirement.

          1.360° panoramic background

It wraps users in a complete virtual environment (sky, horizon, outdoor scenery, indoor spaces). Its limitation is that it only serves as distant backdrop, and cannot be walked through or interacted with as real 3D geometry.

           2.Particle systems to activate scene vitality

Micro dynamic particle effects including dust, sparks, rain, snow, falling leaves are used to inject dynamic sense, set emotional tone and enrich atmosphere of static scenes.

          3.Lighting & fog for depth and mood shaping

Collocation of light sources, shadows, fog and sky color can strengthen space depth and layered sense, and establish unique emotional atmosphere of the virtual scene.

         4.Uniform optimization rule for atmosphere effects

Rich atmospheric effects will bring heavy rendering load; all particle, light and fog resources need lightweight processing to ensure stable running of VR headsets.

3. Final Compositing, Optimization and Output Different from traditional flat video rendering, VR projects operate in real-time inside head-mounted devices, with special standards for synthesis, optimization and release output.

          1.Characteristics of live-running VR scenes

VR works do not export static videos. All elements including 3D models, lighting, VFX, audio, interactive UI and trigger logic operate synchronously in real time when users wear the headset.

         2.Core optimization targets

High-poly models, a large number of transparent particle effects, redundant light sources and complex shaders are the main sources of performance loss. Creators need to simplify these resources to maintain smooth frame rate and user comfort.

         3.VR output form: standalone application

The final deliverable of a VR project is a complete application packaged for designated VR hardware devices and corresponding operating platforms, rather than video files or editable engineering files.

        4.Final acceptance standard

A project is only completed after passing actual headset testing: stable frame rate, fully functional controller operation, and natural, fatigue-free interactive experience for users.



Project 3
Week 8
Since we couldn't borrow VR equipment this week, the instructor took us to a psychological counseling center next to the library to help us better understand how to make a game. There were many games for us to participate in and experience there, and the instructor explained to us how to make VR games.



Week 9

This week, Mr. Ronald sent me VR glasses.


We used the browser in the meta quest to search for PlayCanvas and log in to test our device.

I searched online for how to view PlayCanvas in VR glasses—just find your local browser in the VR glasses, search for PlayCanvas, and log in with your email.

To do this final project, I downloaded free assets from Supersplat and then erased them in Supersplat.



I downloaded some GLB format files from this website for me to interact with.



I tried to change the color of my GLB model, but I failed.


So I changed the effect. I wanted the object to disappear after being clicked in the play canvas, but for some reason it's still difficult to touch my object with the controller.


Because my VR device has been malfunctioning and unable to interact, my AI tells me the issues I need to improve:

Initially, I couldn't interact with the scene using the controller; I wasn't sure if it was due to lag or a problem with the interaction effects. My AI suggested it might be caused by an issue with the scene's hierarchical structure, so I made changes.






The Box block must have: Collision (Box) + RigidBody (Static) added.

The Ammo physics engine import is complete, and there are no red warnings in the Collision panel.

The Box, as a child object of Stitch Doll.sog, completely encloses the doll.

I added RigidBody and Collision to my object. I also added a script to my camera.


The camera settings use the same effect I need for the special effects I want to achieve.

Below is a sample image after clicking. The doll was there initially, but disappeared after clicking. Playing from this VR perspective is too laggy, so you might not be able to easily click on the doll. Try a few more times and it will disappear.

This script code is for changing colors.


This is the script to control the up-and-down shaking.


The following is a picture I took using VR glasses. My VR headset controls this doll to disappear.










Final outcome:





This is a video I recorded on VR glasses. You can watch this video if the game is lagging too much.


This is my play canvas link.

https://playcanvas.com/editor/project/1568503









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