Immersive Environments: Mixed Reality

World Labs / Marble / Chisel tool, Supersplat, and custom harvesting tool used for Gaussian splat setup and kitbashing in Unity

World Labs / Marble / Chisel tool, Supersplat, and custom harvesting tool used for Gaussian splat setup and kitbashing in Unity

Testing hot / cold environments for use with VR training simulations that utilize a haptic suit which adjusts to temperature

Testing hot / cold environments for use with VR training simulations that utilize a haptic suit which adjusts to temperature

Additional experimentation with Morpheus splat editing tool

Additional experimentation with Morpheus splat editing tool

Splat training pipeline

Splat training pipeline

Panorama generation with blockout meshes from Room Plan app

Panorama generation with blockout meshes from Room Plan app

Photogrammetry to Gaussian splat testing

Photogrammetry to Gaussian splat testing

Immersive Environments: Mixed Reality

Multiplayer mixed reality: For this project I was the sole 3D specialist, responsible for pipeline development, research, and building out the environment for XR / MR immersive experiences.

Creative and technical tasks include setting up our art pipeline (folder structure, naming conventions, optimization strategies, and documentation), creating a master prop material to use with instancing, environment / world building / set dressing, character and mo-cap implementation, VFX modification, lighting with Lumen, 3D model optimization (decreasing poly count, baking, setting max texture sizes, set up for Nanite), and set up of an asset gym, post processing, decals, collision, and LODs.

Additional tasks include checkpoint model updates, UVs, textures, simple prop rigging, and animation setup. Haptic suit pose renders responsibilities include: Blocking out a haptic suit + vest model and gloves, retargeting animation for rig pose, posing the blockout suit model to fit onto the static character, modifying existing geometry for the headset model and shoes to be more optimized for use in engine, re-texturing a character asset to appear burnt for a firefighter scenario, integrating and setting up all elements with materials in engine, and adding lighting + post processing.

Tools used: UE 5.6, Unity 6, Maya, Adobe / Substance Suite, ZBrush, and Perforce.

Additional experimentation implemented with Gaussian splatting, including use of World Labs / Marble / Chisel tool, Supersplat, Lichtfeld, Room Plan app, and custom harvesting tool used for scene setup and kitbashing in Unity. Other items tested: Atlux for UE (for colmap output), and Morpheus for splat editing; responsible for tool setup with Powershell / Ubuntu / Mamba.