[Bf-committers] BConf VR Meeting Notes

Adriano Oliveira adriano.ufrb at gmail.com
Fri Nov 1 14:00:52 CET 2019


Great news!

Will this in some way addres an aproach to allow Eevee to export stereo
panoramas/cubes with screen space effects support?

In raster renders this is usually accomplished by composing a lot of thin
render slices. That can be done by an addon, but I think it would be more
optmimizad in blender code.

This can help:
https://developers.google.com/vr/jump/rendering-ods-content.pdf

*Adriano A. Oliveira*


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Em ter, 29 de out de 2019 às 08:21, Julian Eisel <eiseljulian at gmail.com>
escreveu:

> Hi all,
>
> we had a VR meeting during the conference, here are the notable bits.
>
> Attendees
> ========
> * Dalai Felinto (Blender Foundation)
> * Damien Coureau (Ubisoft)
> * Daniel Martinez Lara (Pepe School Land & MPX)
> * Julian Eisel (Blender Institute)
> * Julien Blervaque (Ubisoft)
> * Sebastian König (blendFX)
> * Simeon Conzendorf (blendFX)
> * William Reynish (Blender Foundation)
>
> General Requirements
> =================
> * There will have to be some experimenting with different approaches
> to XR UIs. People and studios also have very different needs for XR
> experiences.
> * Just how we define the regular 2D UIs in Python, XR UIs should be
> defined in Python as well. That allows extending and specializing the
> UIs for custom needs. The Ubisoft team is especially keen on this.
> * Blender should bundle a good default XR UI for common usage,
> established through experimentation of the core VR team and other
> collaborators.
> * With the gizmo, operator and drawing APIs, the BPY already has many
> of the needed bits. There's still lots of stuff we'd have to figure
> out and add to it though.
>
> Next Steps
> ========
> * The team agrees on building the VR UI around specific use-cases.
> * The GSoC patch [1] should be merged with the first basic use-case
> working (scene inspection, see below)
> * We'll start with the following use-cases (roughly in that order):
>    1. Scene Introspection - VR viewport with initial/simple navigation
>    2. Sculpting & Grease Pencil drawing in VR
>    3. Set arrangement/layout - Support adding primitives, transforming
> objects and some related gizmos
>    4. Complete immersive toolset (aka MARUI)
>    5. VR Storyboarding - Support changing cameras, time and animation
> timing within the VR session
>    6. Set dressing - Support adding particles, assets, ...
> * Besides the first use-case, the involved "Blender core developers"
> will only try to provide the frameworks needed to implement the other
> use-cases. These can then be picked up by contributors (e.g. the
> Ubisoft, MARUI or MPX teams).
> * The project will be organized as usual in Blender, with a landing
> page on developer.blender.org, clearly stated priorities and
> milestones, and visible ways for contributors to get involved.
>
> Future
> =====
> * We also want to support AR/MR based use-cases.
> * Collaborative sessions form other important use-cases: multiple
> people with multiple headsets work together in the same XR viewport.
> This is a rather complicated use-case to get supported, but it would
> be immensely useful.
>
>
> [1] - https://developer.blender.org/D5537
>
> Cheers,
> - Julian -
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