3D scan of a semi-medieval town

Travel & Exploration
2.5
4 ratings 2 reviews
release date
2022
August 31
game modes
• Singleplayer
player modes
• Standing • Sitting
compatibility
• Quest 1 • Quest 2/Pro • Quest 3/3S
storage 0.6 GB

Move like a pedestrian in a semi-medieval town, reconstructed from videos taken by a helmet-held 360 camera, whose trajectory is about 1km long.

Right controller:
- Rotate on the left or right by using the joystick
- Update the vertical offset (up or down) by using the joystick
- Choose a location and teleport to it by using the virtual laser pointer
- Teleport by using the index trigger only if the laser is green (not red)

Left controller:
- Move continuously by using the joystick
- Switch pannel and map by using the grip/hand trigger
- If both map and pannel are disabled, switch between rendering modes (texturing or normal colors) by pressing the index trigger
- The map shows the cloud of mesh vertices and the user location
- If the pannel is enabled, switch between constrained and unconstrained motions by pressing the index trigger
- The constrained motion controls your height above the ground
- The pannel shows information about the 3D model and the selected motion.

comfort Not rated
age rating0+ Everyone
websitemaximelhuillier.fr
developerMaxime Lhuillier
publisherUnity 2019.4
connectionInternet not required
app version0.1
languagesEnglish

Reviews 2

mecartistronico3 months ago

It's not in 3D

Ignore the fact that the geometry is terrible (still impressive for something that came from a video). This app DOES NOT DISPLAY IN STEREOSCOPIC 3D. Yes, the model is 3D, but the image gets mapped to a sphere around you (like Google Street View) and then every eye gets the same image. You can walk around, but it doesn't feel immersive at all and you get dizzy very easily.
Why have a VR app with 3D models that does not get displayed in 3D?

84 days ago

Use PC-VR version instead of standalone version for stereoscopic display.

If you want stereoscopic display for this large 3D model, you must use your Quest 1/2/3 with a PC: the PC renders the large model and the Quest just shows the result.
If the Quest renders itself, the fps is below a threshold (60fps) with stereoscopic display and the submission of the app is rejected by the Oculus Store.
Although a mesh simplification accelerates the rendering, it is not enough here (it is if model is small enough, eg "3d scan of snowy town").

PC-VR versions are available from the web page of the app:
(1) environment in the SteamVR workshop,
(2) Window Mixed Reality version,
(3) OpenVR/SteamVR version.

The version (1) is also available by searching 3d scan in the SteamVR workshop (in https://steamcommunity.com/app/250820/workshop/ ).
It is independent of the Windows version and the VR headset.
The versions (2-3) are not, but they may be easier to use.

JimX2 years ago
2

feels uncomfortable

Headset movement is magnified, so that when you move your head 1 cm to your left, you would see it moving several times that to your left. This makes the vision disorienting/uncomfortable and almost no better than a flat display. Controller pointer's pointing angle is also magnified, making it unintuitive. Otherwise, this would be an enjoyable experience.

2 years ago

Hi, today (2022/11/06) i re-check this app on the Quest and Quest 2 with up-to-date OS and don't see problem with the scale. I use this method to check the scale. The distance between grey cones (poses of the acquisition camera) and the ground surface is about 1m80. First stand up and adjust the height of your eye above the ground thanks to the right joystick (up and down) to see the grey cones at the good height (above or below you according to your size). Then move your head to the ground in the real scene and check that you do the same thing in the virtual scene (or use occlusion of the laser in the right hand instead of moving your head). Currently i'm not able to reproduce the problem.