sayangel
At Resolve we’re building the future of efficient communication using immersive technology like VR and AR. Resolve helps bridge the communication gap between people who operate buildings and those who design and build them. We've built an enterprise-grade VR application for reviewing industrial facilities on wireless VR devices like the Oculus Quest - our customers love it because it just works even with large, complex 3D building models with over 500M polygons.
From data centers to cutting-edge biopharma facilities, Resolve provides a collaborative virtual environment for operations & maintenance teams to review and interact with 3D building models at full scale - decreasing late stage changes during the construction process and delivering a safer, more easily operable building.
We need an engineer with deep Unity experience who will help us take the Resolve VR experience to the next level. You will work on a variety of components including optimizing code to stay within framerate and memory constraints, architecting C# applications, networking (avatars, VoIP, synced state), and implementing VR interfaces from mock ups.
Apply here: https://www.workatastartup.com/jobs/43673
I could see them giving source code to people who pay for some enterprise license, but I doubt it will be open source. At least not the part that extracts data from BIM software.
Go also has a Snapdragon 821 for ONLY VR. The GearVR was sharing resources with a ton of other garbage background processes that Go doesn't need to worry about. And the thermal performance is also way better.
Finally, you can get Oculus Go to run at 72Hz which is a way more comfortable experience than GearVR.
So you get a lot more than your phone can give you for 25% of the cost.
-- What We Do --
InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, mesh optimization for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For--
3D Graphics engineer - lead development of mesh exporters and optimization pipeline. You should be comfortable manipulating and visualizing mesh data.
Full Stack Dev - someone who can help improve our API and implement simple, but elegant front end interfaces for our users to upload and preview content on. Our stack: node, mongo, react, threejs, AWS (S3, EC2, SQS), Heroku
If you're interested you can apply below or contact me directly: [email protected]
Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer
Full Stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev
-- What We Do --
InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For--
Full Stack Dev - someone who can help improve our API and implement simple, but elegant front end interfaces for our users to upload and preview content on.
Our stack: node, mongo, react, threejs, AWS (S3, EC2, SQS), Heroku
More info here: https://angel.co/insitevr-1/jobs/70786-full-stack-dev
or contact me directly: [email protected]
Now Google is setting a standard and while before there was no reason for VR ready IMUs in phones, now phones will have the proper heardware and Anrdoid N low latency mode to hopefully make them as capable as an S7+GearVR out of the box. This integration is a massive step in the right direction. It's VR pushing manufacturers to reconsider what the "basic" phone looks like.
-- What We Do --
InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For-- Unity Dev - We're looking for a unity developer in NYC to help improve our VR app.
Graphics engineer - build upon our existing mesh optimization framework.
Dev Ops - help us refine and scale our cloud based mesh processing pipeline.
Sales BDR - Bring VR to every architecture and construction firm in the world.
Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.
More info here: https://angel.co/insitevr-1/jobs
or just email me: angel[at]insitevr.com
-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For--
Unity Dev - We're looking for a unity developer in NYC to help improve our VR app. Graphics engineer - build upon our existing mesh optimization framework.
Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.
Unity role: https://angel.co/insitevr-1/jobs/115584-unity-engineer
Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer
or just email me: angel[at]insitevr.com
That's a poor outlook IMO and a mindset that would kill innovation. Hadn't there been plenty of touch screen/smartphones before the iPhone? Failure doesn't indicate the end of technology, but a good opportunity to improve.
-- What We Do --
InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For--
Unity Dev - We're looking for a unity developer in NYC to help improve our VR app.
Graphics engineer - build upon our existing mesh optimization framework.
Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.
Unity role: https://angel.co/insitevr-1/jobs/115584-unity-engineer
Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer
or just email me: angel[at]insitevr.com
-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality.
Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
--What We're Looking For--
Unity Dev We're looking for a unity developer in NYC to help improve our VR app.
Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.
Apply here: https://angel.co/insitevr-1/jobs/115584-unity-engineer
or just email me: angel[at]insitevr.com
Also, the Samsung S6 has a higher res screen than CV1 (the consumer version of the Rift coming out next year).
-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality.
Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
-- What We're Looking For --
We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer to lead our web development efforts.
Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev
You can also just email me at angel[at]insitevr.com
Here's a general breakdown:
-hardware- cardboard, Oculus Rift Development Kit (DK2), GearVR (ionly compatible with Galaxy S6 or Note 4), mobile VR viewers (durovis, wearlity, DIY 3D printed headset, etc.)
-software- Unity, Unreal Engine, ThreeJS + WebVR
The most lightweight route is probably getting your hands on a google cardboard and using Unity to get your hands dirty. For basic things you can just use Unity's visual interface. The challenge is really just learning to navigate Unity, not so much understanding graphics. It's mainly C# or UnityScript, which is essentially Unity's javascript mutant child.
For me, one of the best ways to get assimilated with VR was actually using the webVR API (http://webvr.info/). It's a JS based way to interface with the Oculus Rift or Cardboard. Using Three.JS to set up scenes and then using the webVR API to render stereo, get sensor data, etc. was a fast way for me to learn VR development.
Since you've mentioned you're adept with graphics and programming then maybe it's worth exploring Unreal as it's a bit more advanced, but can produce some awesome results.
Happy to answer any other questions!
Building VR for Architects – Lessons Learned
My company, InsiteVR, makes it easy for architects to take their 3D models and deploy a VR walkthrough that they can use for design reviews or client presentations. No coding experience required, just a 3D model.
here's a cool example of one of our customers using our software: a cool case study: www.interiorarchitects.com/blog/the-future-of-architectural-renderings-at-ia-is-in-virtual-reality/
Some of our customers are using it to analyze the impact of re-arranging work spaces or to communicate why design A while more expensive is better than design B. We've been working on and are really excited about using VR to A/B test physical spaces. We do it for websites, why not for the spaces we live in every day?
a cool case study:
www.interiorarchitects.com/blog/the-future-of-architectural-renderings-at-ia-is-in-virtual-reality/
It has a lot of what he requests from a VR headset: wireless, better display than DK2, and doesnt require a gaming rig. It's virtually plug and play and I think that's why people love it.
MobileVR is what will and should be people's first taste. I've spoken with a lot of architects who love cardboard because it sets such low expectations but blows people away when they put it on. The DK2 is a bit underwhelming as you're strapped into some gaming rig so you're expecting some cutting edge graphics and end up with what something that looks like N64 VR.
One thing that was neglected in this post is the emotional response that VR, even in it's current state, can evoke. I was sold on the Rift after trying some of the early horror titles. They were graphically very basic, but every corner had me sweating and the jump scares had me looking away. You could argue a 2D monitor has the same effect but when you're in VR and try to look away only to find you don't see your living room or anything familiar everything changes. And the social experiences like Convrge or Altspace are also something to be excited about. I was at first quite skeptical of things like this, but the subtle head movements that are incorporated into the avatars are enough to give one a sense of "meatspace" social cues. I once found myself talking to someone in Convrge and was awkwardly nodding and avoiding eye contact when I realized this was just an avatar. It's simple but powerful.
My company, InsiteVR, makes it super simple for architects to get from 3D modeling software to VR without the headache of programming a game engine or setting everything up. And we use the GearVR so it's wireless, nice res, and easy to set up.
Shoot me an email at angel[at]insitevr.com - I'd love an introduction to your friend.
-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
-- What We're Looking For -- We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer to lead our web development efforts.
Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev
You can also just email me at angel[at]insitevr.com
I think the same will go for VR arcades. It's gotta be more than a bunch of PCs running software. It's more about the experience.
The VR experience has to be enhanced from what people will be able to get at home. Having a bunch of VR headsets in a room and calling that an arcade will quickly become obsolete. But what people won't have as much access to is spaces that mirror the virtual world and allow you to "feel" the space. A 1:1 physical mapping with a virtual world has a very powerful effect on the suspension of disbelief.
-- What We Do --
InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.
-- What We're Looking For --
We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer and 3D Graphics Engineer to lead our development efforts.
Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev
3D Graphics Engineer: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer
You can also just email me at angel[at]insitevr.com
Watching a movie in the GearVR as if you were in a movie theatre is one of the most pleasant VR experiences out there. I'm also a big fan of cardboard for its portability and thriftiness, but it is definitely a limited VR experience. Think of it as a gateway VR experience.
With room scale VR on the way with Oculus CV1 and the Vive we're also going to see much more compelling VR experiences. The caveat here is that they'll be quite inaccessible as they'll require a pretty hefty gaming rig and a dedicated space for walking around. But things like Oculus Touch will bring the interactivity of VR to a new level. Right now it's very much just sit and rotate your head. It'll get better I think. There are also a lot of unsolved challenges like storytelling, capturing a users attention when they're free to look anywhere, limited input, etc.
It's a great time to be a VR developer.
Interested in VR? InsiteVR Is Hiring a 3D Graphics Engineer and Full Stack Dev
Of course you're free to disagree!