Learn how businesses can implement real-time rendering technologies in architecture, engineering, and product development projects
Learn how game engines and VR can boost your project development, adding value to your business
Learn about the required software for developing interactive experiences, and discover where to start learning them
Learn key hardware and software concepts for choosing and preparing your corporate or home production environment for real-time rendering and VR applications
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.
All professionals and business owners that want to start working with Real-Time rendering and VR in a multi-disciplinary and commercial approach while learning the necessary hardware and software concepts of this world.
Igor is a tech enthusiast, developer and businessman with the dream of connecting people and daily technology with Art and 3D. For that he's gathered experience through projects and researches financed by governments and universities. Among them are the Universidade Federal da Bahia (UFBA), New York University, University of Northern Iowa and the Government of Brazil Science Without Borders program. He's worked academically and professionally in the areas of Internet of Things, Embedded Electronics, Artificial Intelligence, 3D Rendering and Programming. He has knowledge in almost all Autodesk and Adobe products in which always assisted him in bringing ideas to Life, from building Human-Machine Interfaces, Cutting Edge IoT Sensors to Photorealistic Architectural Renderings. Now he's exploring Real-Time Viz in VR/AR and Internet of Things applications.
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.
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.
In the flurry of excitement of using virtual reality (VR) in the architecture, engineering, and construction industry, people have forgotten why they wanted to use VR in the first place. To ensure that you're staying on target and not using VR for the sake of VR, this class will provide VR guidance to the eager professionals who are already using Revit software in their practices. We will cover current popular VR use cases, such as design review and rapid design prototyping, which will define why VR is relevant. We will discuss current VR hardware/software that will define what you'll need for VR. Finally, we will demonstrate an easy VR workflow using Revit and Revit Live, which will define how you can easily take your Revit projects to VR today.