[Bf-committers] BConf VR Meeting Notes
dfelinto at gmail.com
Fri Nov 1 18:43:24 CET 2019
The VR project has little overlap with the EEVEE stereo requirements.
The only place they share some common requirements, is in regard to fisheye
support in the viewport. For EEVEE panorama/fisheye we need to map the
mouse with the pointer in the projected image. For VR we need something
similar to map 3d controllers to sculpting, drawing, ...
Em sex, 1 de nov de 2019 às 10:01, Adriano Oliveira <adriano.ufrb at gmail.com>
> 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:
> *Adriano A. Oliveira*
> de vírus. www.avast.com
> Em ter, 29 de out de 2019 às 08:21, Julian Eisel <eiseljulian at gmail.com>
> > 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  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.
> >  - https://developer.blender.org/D5537
> > Cheers,
> > - Julian -
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > https://lists.blender.org/mailman/listinfo/bf-committers
> Bf-committers mailing list
> Bf-committers at blender.org
More information about the Bf-committers