CAI Training (l'Oreal)
client : Prod03 Category : DevelopmentAs part of the training of the personnel on site of l'Oreal Cosmetic Active, Prod03 asked me to develop a VR application for Oculus Quest. The application is based on 360° videos, punctuated by multiple choice questions to validate knowledge. It is mandatory to pass all questions in order to validate the training.
The results are stored in a database and a back office allows them to be administered and the delivery of training certificates.
For reasons of confidentiality, I am unable to publicly disclose a video. Contact me for more information.
copyright video : Prod03
The app is of course an internal app and was developed with Unity 3d 2020.1.17f1 for Oculus Quest.
Lunetic
client : Moonrise Category : DevelopmentI just finished the development on a POC ("Proof of Concept") for a 3d tool intended for opticians. I was in charge of the 3d part. The principle is simple: the user places dots on the scanned face of the client (by the iPad's Lidar system), algorithms (developed by Lunetic) then allow the placement and choice of the sizes of glasses in a catalog depending on the data collected. The customer can therefore visualize his face with the glasses of his choice.
The tool is of course linked to a database (models, colors, sizes etc ...) and it allows to generate a basket, take screenshots and place an order to send the result to the customer.The application was developed by Moonrise in Swift for iPad. The Unity 3d module that I implemented has been integrated and dialogues with the native layer.
This professional application is reserved for opticians. Technically, the 3d part was developed with Unity 3d 2020.1.17f1 in URP and exchanges are done in json and xml.
Scree
client : Le Naturographe Category : NoneStill as part of the development of the exhibition hall of the Galerie de l'Alpe in the Alpine Garden, at the Col du Lautaret in Villar d'Arène (05), Le Naturographe asked me to model a stylized scree in 3d. This resin structure is just over 3 meters high.
The mission is an extension of the stylized root layout, as well as the virtual reality application for Oculus Go.
Lautaret's root
client : Le Naturographe Category : GraphicsAs part of an exhibition hall layout. The Naturographe asked me to model in 3d, under his Artistic direction, a stylized root. This element will be placed in the center of the exhibition hall of the Galerie de l'Alpe in the Alpine Garden, at the Lautaret in Villar d'Arène (France/05). It will also serve as a seat for the visitors. The structure is just over 6 meters high and is made of wood and metal.
Images are rendered with Maverick Studio.
This root and all its surrounding elements have been virtually anticipated with a virtual reality application for Oculus Go.
Mediatools Mac
client : Image et Process Category : DevelopmentA port for Mac from a PC application was requested by Image & Process for General Electric.
The application was developed identically using Unity 3d (2019.2.19f1) for Mac OSX. It incorporates a series of videos in CGI through a menu system.
3d credits : Image et Process.
Sanofi augmented reality
client : Business Stratégie Communication Category : DevelopmentAs part of an event in a show for Sanofi via BSC, I developed an iPad augmented reality application.
The Vuforia-based application detects a series of markers in a tunnel specially created for the occasion at the show. These markers describe the inflammatory processes in the bronchial system.For the occasion, the new URP (Universal Render Pipeline) engine from Unity 3d (C#) was used as well as Shader Graph for the design of specific shaders (notably refraction and Fresnel). Due to the large number of elements to display, the application has been the subject of many optimizations.
Smartphone refraction
Category : NoneRefraction simulation and more generally transparency on smartphone is a rather expensive luxury. However, thanks to Shader Graph, it is possible to quickly prototype a shader which allows this at a lower cost. This is what I tried to produce on this test.
A parametric triplanar noise is used for the deformation of the vertices, but also the normal map, as well as the deformation of the background video texture. This texture is then applied to the object on its emission channel and its albedo with a bit of Fresnel. The result is far from being a true refraction of course, but for the smartphone, and given the few resources that this requires, it works pretty good.
I am using this shader in a production being finalized in augmented reality which will not fail to appear very soon here.
Unity 3d 2019 (C#) + URP + Shader Graph 0.7
Unity raytracing (sequel)
Category : NoneStill in the context of my investigations on raytracing in Unity using the latest package (still in preview) of real-time raytracing based on the most recent Nvidia GPUs, here is a small and very short test video. The lack of time, but especially the lack of stability of the functionality, and the incessant crashes did not allow me to push much further the tests.
I had planned a lot more, but, at the time of writing this post (February 2020), raytracing under Unity is still in pre-release. It is therefore absolutely not possible (and I confirm) to use it serenely in production for the moment unfortunately.
Nevertheless, the results, although succinct and limited, are still encouraging. Hopefully Unity will (finally) produce an efficient real-time GI system ... and one that works ... maybe with this techno ?
I'll test this further when the raytracing will be much more stable.
Configuration used :
Nvidia GTX 1080m
Unity 2019.3.0f6
HDR 7.1.8