PC to Mobile VR Art

PC

PC

PC

PC

Mobile (note, the texture projection works from the camera's POV, so there is some misaligned elements in this shot that are not at all apparent in headset.)

Mobile (note, the texture projection works from the camera's POV, so there is some misaligned elements in this shot that are not at all apparent in headset.)

I exported the meshes from the PC environment and via a tool I built in Houdini, projected a mesh out from the user's point of view.

I exported the meshes from the PC environment and via a tool I built in Houdini, projected a mesh out from the user's point of view.

Using Nvidia Ansel, I took a 360 panorama shot of the environment .

Using Nvidia Ansel, I took a 360 panorama shot of the environment .

The Houdini mesh was also given sphereical UV's  that allowed the 360 capture to be mapped back onto the environment.

The Houdini mesh was also given sphereical UV's that allowed the 360 capture to be mapped back onto the environment.

The background was a stereographic skydome, again captured with Ansel. This shows the two areas that  the experience entailed.

The background was a stereographic skydome, again captured with Ansel. This shows the two areas that the experience entailed.

PC to Mobile VR Art

I built a system using Houdini and NVIDIA Ansel to capture the high-end PC environment and port it to mobile with minimal loss in visual quality.
Daydream did not have positional tracking at the time, so I was able to build this system with that locked position in mind.
This was an R&D project to explore if we could create a VR experience for high-end PC and have a parallel experience for mobile.
For the PC version I was responsible for lighting, environment design and layout. For the mobile version we targeted Google Daydream. Other art contributions from Sherif Habashi (environment) Tanner Ellison and Jason Holt (characters not shown) and Colin Foran (art direction)