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arvr [2025/02/13 07:03] – [Avizo] Ronell Sicatarvr [2026/04/29 06:47] (current) – Ronell Sicat
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 ====== AR/VR Tools User Guides ====== ====== AR/VR Tools User Guides ======
  
-The KAUST Visualization Core Lab (KVL) provides augmented reality (AR) and virtual reality (VR) hardware, software, and technical support. KVL provides a wide variety of AR/VR devices as well as high-end Windows workstations for AR/VR development. KVL also provides access and support for AR/VR software such as Avizo, Unity, and GetReal3D. In some cases, KVL also provides development support and collaboration for special projects. [[help@vis.kaust.edu.sa|Contact us]] or [[https://www.youtube.com/watch?v=EACmdAVWsFM|watch this presentation]] to learn more.+The KAUST Visualization Core Lab (KVL) provides augmented reality (AR) and virtual reality (VR) hardware, software, and technical support. KVL provides a wide variety of AR/VR devices as well as high-end Windows workstations for AR/VR development. KVL also provides access and support for AR/VR software such as Avizo, Unity, GetReal3D, and our own KVL Viewer and KVL Digital Twin Platform. In some cases, KVL also provides development support and collaboration for special projects. [[help@vis.kaust.edu.sa|Contact us]] or [[https://www.youtube.com/live/GnoC5jvVTQM|watch this presentation]] to learn more.
  
 ===== AR/VR Hardware ===== ===== AR/VR Hardware =====
  
-Users who wish to quickly access an AR/VR workstation can book our [[facility_user_guides#Vive|Vive facility]]. [[help@vis.kaust.edu.sa|Contact us]] to request access to other AR/VR hardware below (we also have legacy hardware available, e.g., HTC Vive, Meta 2, Magic Leap One, Oculus Rift).+Users who wish to quickly access an AR/VR workstation and/or device can book our [[facility_user_guides#Vive|Vive facility]]. [[help@vis.kaust.edu.sa|Contact us]] to request access to other AR/VR hardware below (we also have legacy hardware available, e.g., HTC Vive, Meta 2, Magic Leap One, Oculus Rift).
  
-  * [[https://www.microsoft.com/en-us/hololens/hardware|HoloLens 2]] (2X) +  * [[https://www.vive.com/us/product/vive-pro2/overview/|HTC Vive Pro 2]] (3X)
-  * [[https://www.vive.com/us/product/vive-pro2/overview/|HTC Vive Pro 2]] (2X)+
   * [[https://www.vive.com/eu/product/vive-pro/|HTC Vive Pro]] (1X)   * [[https://www.vive.com/eu/product/vive-pro/|HTC Vive Pro]] (1X)
   * [[https://www.vive.com/us/product/vive-focus3/overview/|HTC Vive Focus 3]] (2X)   * [[https://www.vive.com/us/product/vive-focus3/overview/|HTC Vive Focus 3]] (2X)
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   * [[https://www.meta.com/quest/quest-pro/|Meta/Oculus Quest Pro]] (2X)   * [[https://www.meta.com/quest/quest-pro/|Meta/Oculus Quest Pro]] (2X)
   * [[https://www.apple.com/apple-vision-pro/|Apple Vision Pro]] (2X)   * [[https://www.apple.com/apple-vision-pro/|Apple Vision Pro]] (2X)
 +  * [[https://www.microsoft.com/en-us/hololens/hardware|HoloLens 2]] (2X)
  
 ===== AR/VR Software ===== ===== AR/VR Software =====
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 ==== Unity ==== ==== Unity ====
  
-Users can also develop their own AR/VR application using the [[https://unity.com/|Unity]] game engine. KVL can provide Educational Unity licenses upon [[help@vis.kaust.edu.sa|request]]. If your dataset is or can be converted to a mesh format, e.g., FBX, OBJ, DAE, then it is relatively easy to bring your data into an AR/VR application in Unity. If your dataset is tabular, e.g., csv, then you can use the [[https://sites.google.com/view/dxr-vis|DXR toolkit]] to create glyph-based plots. We recommend using Unity's AR or VR project templates as starting points for development since they are typically pre-configured to work with most hardware via OpenXR. This [[highlights:2023:shushahvr|Coral Reef Restoration Planning and Visualization]] application is an example of a Unity-based VR application developed by KVL with KAUST collaborators.+Users can also develop their own AR/VR application using the [[https://unity.com/|Unity]] game engine. KVL can provide Educational Unity licenses upon [[help@vis.kaust.edu.sa|request]]. If your dataset is or can be converted to a mesh format, e.g., FBX, OBJ, DAE, then it is relatively easy to bring your data into an AR/VR application in Unity. For other data types, reach out to us to discuss if we can convert your data to something that can be used in AR/VR. We recommend using Unity's AR or VR project templates as starting points for development since they are typically pre-configured to work with most hardware via OpenXR. This [[highlights:2023:shushahvr|Coral Reef Restoration Planning and Visualization]] application is an example of a Unity-based VR application developed by KVL with KAUST collaborators.
  
 ==== GetReal3D for Unity ==== ==== GetReal3D for Unity ====
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 ===== Example Projects ===== ===== Example Projects =====
  
-Below are example projects that we developed in the past:+Below are example AR/VR projects that we developed in the past:
  
   * [[highlights:2023:cpvvr|Coral Probiotics Village in VR]]   * [[highlights:2023:cpvvr|Coral Probiotics Village in VR]]
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   * [[highlights:2024:climatemodel|KVL Develops Holographic App for KAUST Winners of 2024 Gordon Bell Prize for Climate Modelling]]   * [[highlights:2024:climatemodel|KVL Develops Holographic App for KAUST Winners of 2024 Gordon Bell Prize for Climate Modelling]]
   * [[highlights:2024:kvlanpercart|KVL Co-organizes Science as Art Exhibit with ANPERC]]   * [[highlights:2024:kvlanpercart|KVL Co-organizes Science as Art Exhibit with ANPERC]]
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-<!--- 
-==== SimLab Composer ==== 
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-[[https://www.simlab-soft.com/3d-products/simlab-composer-main.aspx|SimLab Composer]] can be used to build and share VR applications without the need for programming. SimLab Composer is great for quickly developing VR applications geared towards tours/navigation/exploration of a 3D environment, e.g., 3D architectural models, or inspecting 3D models, e.g., product prototypes, in real-world scale/size. It can also be used to build step-by-step VR training modules. We currently have limited machine-locked licenses for this software. Please [[help@vis.kaust.edu.sa|reach out to us to request access]]. 
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-{{tag>kvl ar vr unity simlab avizo techviz getreal3d}} 
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-<!--- 
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-===== Vive VR Development Guide ===== 
-The Kaust Visualization Core Laboratory now provides its users with access to the HTC Vive HMD VR system.  The system consists of a head-mounted display (HMD), two handheld controllers, a tracking system, and a high-end PC.  Users will need to be familiar with this hardware as well as with the required software elements, which consist of Steam, SteamVR, and the Unity game development environment. 
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-The general workflow is that a new user will first apply for and obtain access to the facility.  The user may then develop in Unity (free software) either on their own machine or directly on one of the KVL Vive systems.  This development process is detailed below.  The user may now experience their work in fully immersive VR via the HTC Vive system and Unity. 
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-KVL offers training in Unity development for VR.  Please keep an eye out for upcoming opportunities to join a class. 
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-=== Getting Started === 
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-Firstly, users will require **access** to the facilities where the VIVEs are available.  Please book access to the VIVE systems @ [[booking|Booking KVL Facilities]]. 
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-All users will require their KAUST **credentials** to log into the VIVE systems. 
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-Users require a **free Unity account**.  Go to https://unity3d.com to register.  Note also that you may download Unity for free on your own machine but if you plan to develop for the KVL systems, be sure to obtain the same Unity version as is currently installed on the KVL Vive system. 
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-Users also must sign up for a **free Steam account**.  Go to https://store.steampowered.com/join/ to register. 
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-Now, **log into the KVL Vive system** using your active directory credentials. 
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-**Launch Steam** and enter your **Steam credentials**: 
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-{{:wiki:documentation:vr:steamlogin.png?nolink&500|}} 
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-**Launch Steam VR** by clicking on the VR icon in the upper right-hand corner of the Steam window. 
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-{{:wiki:documentation:vr:steamvricon.png?nolink&500|}} 
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-**Confirm the Vive is ready for use** by looking at the SteamVR window(s) at the bottom of the windows desktop: 
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-{{:wiki:documentation:vr:steamvrstatus.png?nolink&500|}} 
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-A green “Ready” indicates that the Vive is connected and ready for use.  A red “Not Ready” indicates a problem with the system.  Depending on the problem, more information may be displayed in a second window just about the main SteamVR window, as above with the “Missing files” message.   
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-In the event of a technical problem, you may follow the troubleshooting feature.  If the problem persists, please contact visualization lab staff for assistance. 
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-**Launch Unity**  
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-Prepare your Unity scene to work with VR and the HTC Vive (these details are beyond the scope of this training document) 
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-For reference, you may open the KVL Vive Demo scene, which contains all of the basic elements required for Vive display through Unity. 
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-=== Resources for HTC Vive Developers (Unity) === 
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-Unity Main Site: http://unity3d.com 
-Unity Community Answers: http://answers.unity3d.com/ 
-SteamVR: http://store.steampowered.com/steamvr 
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-=== Important Reminders for Users: === 
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-Please remember to **CHARGE THE VIVE REMOTES** by plugging them in when you finish your work. 
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-Always LOG OUT when finished. 
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-=== Development Notes === 
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-If you use git-based version control for your project, the following is a useful git-ignore setting to use: https://github.com/github/gitignore/blob/main/Unity.gitignore. 
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arvr.1739430215.txt.gz · Last modified: 2025/02/13 07:03 by Ronell Sicat
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