Learn how this platform enables project teams to interact with 3D design models at scale using Microsoft’s HoloLens wearable holographic computer
Discuss the challenges faced, the solutions adopted, the critical factors and goals, the processes put in place, the results thus far, and next steps in using immersive mixed reality to enhance collaboration and improve communication
Learn how incorporating mixed reality enhances collaboration, improves workplace performance, boosts operational efficiency, reduces costs, enables input from key operational staff not normally involved, and is effective in educating stakeholders and the public
See demonstrations of immersive mixed reality
Scott Aldridge (an innovation and disruptive technology leader at CDM Smith) and Matt Harraka (CDM Smith's national VDC manager) will demonstrate CDM Smith's mixed reality (MR) collaboration platform for VDC and discuss how they've integrated immersive MR into their firm's VDC processes. This MR collaboration platform empowers project teams to interact with 3D design models at scale using Microsoft's wearable holographic computer HoloLens. This creates new ways to visualize designs, share information, and identify problems, letting all involved make more-informed, more-effective, and quicker decisions. Aldridge and Harraka will discuss how incorporating MR enhances collaboration, improves workplace performance, boosts operational efficiency, reduces costs, facilitates input from key operational staff not normally involved, and is effective in educating stakeholders and the public.
Anyone who has an interst in not getting left behind once mixed reality technologies becomes mainstream which it surely will in the next few years.
Scott is an Innovation and Disruptive Technology leader at CDM Smith, a firm that provides lasting and integrated solutions in water, environment, transportation, energy, and facilities to public and private clients worldwide.He provides leadership and guidance to the firm and its clients in the use of innovative technologies to deliver disruptive solutions that help create competitive advantage, generate value, and reduce operating costs. Scott focuses on emerging technologies that show promise in delivering change, including the use of immersive mixed reality. CDM Smith is an early innovator in harnessing immersive mixed reality to enhance collaboration & improve communication as part of its Virtual Design & Construction (VDC) practice. Scott is based out of Raleigh, NC and has 25 years of experience exploiting digital workplace technologies and has a Bachelor of Science Degree in Computer Science.
Matthew Harraka, CM-BIM (CDM Smith) is a Regional VDC Manager brings his expertise in Autodesk Suite, multiple gaming engines, Building Information Modeling, and a variety of field instruments from GPS Survey systems to Robotic Total Stations to construction and asset management. He is a driving force behind the CDM Smith VDC Program and use of Disruptive Technology. He works with the first self-contained Holographic computer, the Microsoft HoloLens, and has extensive experience in virtual reality using the HTC Vive and oculus Rift to develop experiences for clients and project staff to review their projects in a Virtual Reality Environment.
Today's 3D Building Information Modeling (BIM) and visualization software makes specifying a workstation a critical process. As you wrestle with the increasing demands of the Revit design platform and BIM-related applications such as 3ds Max software, Navisworks software, Rhino software, Lumion, Stingray gaming engine, and so on, you need to understand the art to make sound investments in computing hardware. This class will take a deep dive into today's advanced PC hardware so you can understand the important variables to consider when purchasing new workstations. 2017 was a watershed year for almost every aspect of computing hardware. Today's CPUs are more powerful and diverse than ever before. Advances in graphics must keep pace with the highly competitive PC gaming market, and are directly used by the Autodesk AEC portfolio. Properly optimizing your RAM subsystem is critical, and even mass storage has evolved past simply a fast solid state drive. We cover the latest hot peripherals to round out your system and review the latest buying guide.
In this session, IKEA will present the challenges of a retailer taking their first steps into virtual reality (VR), augmented reality (AR), and mixed reality (MR). We'll look at how high-quality, photographic, computer graphic renderings are created for IKEA's printed and online productions in large volumes, and comprise the base for the VR/AR/MR efforts. And we'll even learn how meatballs fit into the equation. Get to know what kinds of challenges the firm currently faces, and where it's going in the next 10-15 years. You'll get a close-up look at how IKEA is embracing the future of VR/AR/MR with open arms, with the creation of IKEA Digital Lab-a space to experiment, innovate, and build on these technologies.
Implementing new technologies in a business can prove to be difficult, specially if we don't have a clear idea of the benefits it can provide. This session will cover the why, where, and how to start empowering almost any AEC or product development with the latest real-time 3D visualization technologies. Today, game engines are faster and more powerful than ever, allowing architects, engineers and scientists to visualize, interact and review their projects like they were finished; featuring rich graphics, custom functionalities and real-world scale naturally perceived by using a VR headset. While all that may sound difficult, continuous advancements in 3D tools are making it possible for you to create real-time, VR-ready projects in less time - and in a cost-effective way.
What you know about VR today is a just a taste of what's coming. Join this session to learn about the NVIDIA Holodeck, Microsoft Windows Mixed Reality, and HP Z VR Backpack PC. We will review the latest VR R&D developments and discuss our shared vision for the future of VR in design and design review. Presented by Sean Young (HP), Jeff Hansen (Microsoft), and Andrew Rink (NVIDIA).
This talk will focus on recent work on how to build immersive experiences with support for collaboration.We will focus on three aspects of collaboration:A) Capture of human (e)motion B) visualization of captured data C) network distribution of data.We will illustrate these aspects using prototypes that we constructed over the past year.And we will demonstrate how these prototypes led to various pilot projects and how they utilize Autodesk Forge. (Joint AU/Forge DevCon class).
Virtual Reality has always been restricted by the need for large investments of time and money. That restricts its appeal and adoption. With the influx of more capable and lower-cost HMDs that are continually evolving along with hardware, we can now unleash VR into the hands of a wider audience. Automotive designers, modellers, interior designers, engineers, manufacturers, and others can make better decisions and immerse themselves in an instant. It can be added as a verification to reduce the number of physical models while also making them more relevant and accurate.
By now you've probably heard about the latest trend to take technology by storm: augmented reality (AR). And from what you've read in tech magazines or seen on YouTube, you probably geek out about it like the rest of us. Yeah, virtual reality (VR), AR, and mixed reality (whatever that means) sound and look really cool, like everything we've seen in sci-fi movies is becoming REAL reality. We're approaching the point where we've accepted this idea, but how can we use the technology in a practical sense and actually get some value from these expensive headsets, other than just explaining to owners that it's "super cool?" That is what this session will be all about. We're going to demonstrate the ways and methods that you can use your design models (Revit software), use real information that is updated through BIM 360 software, and take them into an AR or VR environment (using the Stingray gaming engine) and actually view the stuff that matters in the field.
InfraWorks software facilitates engineers, planners, and architects in the making of complex decisions. Of equal importance is the role it can play in explaining the complexities of the decision-making process to a less technical audience, making the "why," "how," and "what" accessible and engaging. As part of a new plan for its central core, the City of Vancouver is replacing a viaduct system, the only remnant of a proposed freeway, with a more resilient and connected street network. Public engagement is a key component of the process-and with extensive changes being proposed to the street system and the public realm, the challenge has been to present the future state and how things are being phased/changed in a clear, accurate, and interesting manner. This class will show how an interdepartmental team is collaborating to use the full palette of InfraWorks software's capabilities-including web maps, ground-based LIDAR (light detection and ranging), and virtual reality-to make the public an informed and engaged partner in the process.
Virtual, Augmented and Mixed really are extremely promising technologies, but their adoption is limited by the availability of content on these platforms.<br/><br/>In this class, we will bring data from different sources (Revit, Fusion, Sketchup, etc.) into the Hololens to be viewed.<br/><br/>Content coming from CAD applications is usually too heavy to be viewed on the Hololens. We will start with defining the key metrics to track for a smooth Hololens experience, set ourselves some specific targets for content and hardware limitations, explore different options, tools and workflows for optimizing content and setup some basic interactions in Stingray (3ds Max Interactive).<br/><br/>Because of the limited availability of the Hololens, this will be an Instructional demo, but we invite you to bring your own Hololens to follow along.
The course will take designers through the process of importing many forms of 3D data (IGEs, STEP, scan data, CATIA). Then we'll look in depth at optimizing large 3D models to enable efficient virtual reality (VR) experiences. First we'll explore VRED functionality for both file optimization and VR execution. Next, we'll take that same data into Maya software and prepare it for use in the Stingray gaming engine. That preparation will include using Mudbox software to create textures. Finally, we'll show the Stingray workflows to create a VR experience.
Reacting to client demands with speed and accuracy is why they keep coming back, so don't let last-minute changes to your detailed animations force you to work overtime. Eliminate the hours spent modifying your animations and start controlling and editing their parameters in real time. Whether it's the dynamic components of a complex thrill ride for theme park previsualization, a simple ceiling fan for your next virtual reality walk-through, or the interlocking gears of the clock tower in that dramatic scene in your upcoming game-you're dedicated to making that animated sequence perfect. While few things up the "wow factor" like a properly animated scene, few things kill your budget as quickly as time spent editing and retiming complex keyframed animations. Learn valuable techniques and some tips and tricks in 3ds Max software to create a "virtual remote control" that modifies animated parameters with the click of a button. So, forget about keyframing-take control of your animations and never sweat that deadline again.
In this instructional demonstration, we'll explore how gamification can help you in your daily business. With Stingray software you can produce stunning experiences around your CAD models very quickly. We'll focus on producing games for your web page, creating immersive and funny experience for your customers, training your users on your products, and creating virtual reality workflows. We'll also dig around the technical workflows to move an Inventor design to Stingray efficiently.