Arena4D 2.0 + Oculus Rift Support

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colhum1
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Re: Arena4D 2.0 + Oculus Rift Support

Post by colhum1 » Fri Mar 18, 2016 7:59 pm

VeesusMae wrote:
colhum1 wrote:Awesome stuff guys.....guess its now time to up grade that Family Circle biscuit box monitor stand :lol:

Keep up the good work....are you both going to be at Neuss this year..?

Colin
Hi Colin,
free advertising for biscuits. Yes, I'm planning on being at Neuss, i'm guessing you'll be there?
Mark
Flights already booked.... :D
Tanker explosion in Neuss harbour...can't miss that one..!
I was impressed with their level of planning and detail for the airliner crash scenario last time.. 8-)
"Just leave me alone. I know what I am doing" - Kimi Räikkönen

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Andy H
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Andy H » Fri Mar 18, 2016 11:56 pm

Can you open an old project and convert viewpoints to key frames automatically?


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Orangeduke
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Orangeduke » Sat Mar 19, 2016 12:47 am

Mark, excellent videos on what is possible with the new release. Clearly you moonlight as a truck stunt driver

Do you guys have any plans to introduce the ability to import a CAD model into the same coordinate system as the scan data ? i.e. features modelled in Rhino such as a building etc are exported back into Arena.


Gregg

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Andy H
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Andy H » Sat Mar 19, 2016 8:24 am

You can already bring cad and model data into Arena4D


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Orangeduke
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Re: Arena4D 2.0 + Oculus Rift Support

Post by Orangeduke » Sat Mar 19, 2016 8:38 am

Yes you can Andy, but how do you align the CAD model to the scan data?


Gregg

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Mark Christy » Sat Mar 19, 2016 8:48 am

Greg,

If you're working with georeferenced data then it will just line up as the coordinate information will be the same.

However if you're not, then obviously there's an issue as the information in the two different files (Point Cloud vs CAD) will be completely different values.

You're not the first to ask for a solution to this and we're thinking about how it can be solved simply and intuitively.. so watch this space is all I can say for now!

Many Thanks

Mark

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Re: Arena4D 2.0 + Oculus Rift Support

Post by Orangeduke » Sat Mar 19, 2016 9:00 am

Thanks Mark. It's when working with non georeferenced data. I'm sure you guys will come up with a great solution and I understand that it's not a straight forward thing to resolve. I totally appreciate that you want it it to be intuitive as well. Nothing worse then a clunky work around.


Gregg

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Re: Arena4D 2.0 + Oculus Rift Support

Post by VeesusMae » Mon Mar 21, 2016 7:30 am

Bill-Wallace wrote:Question about the Oculus Rift support. Do you think the current available refresh rate for video on Oculus provides a usable experience?
Hi Bill, until I saw the results I was unsure of the benefit, but i was impressed and having been involved in the PointCloud world for 13 Years, there's not a lot that impresses me anymore, but the Oculus Rift integration has. The refresh rate is fine, and the virtual ability to sit in a vehicle, look from a window or walk a street is very powerful.

Mark

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Re: Arena4D 2.0 + Oculus Rift Support

Post by IngSayyad » Mon Mar 21, 2016 12:19 pm

amazing. How many points/triangles can be handled?
Dr.-Ing. Shahzad Sayyad

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Re: Arena4D 2.0 + Oculus Rift Support

Post by pburrows145 » Mon Mar 21, 2016 12:41 pm

VR + Pointclouds... love it! :D

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