Recording XR data is tedious and complex, especially when dealing with synchronized multimodal data (psychometrics, physiological, behavioral, VE state, ...).
We will be at @IEEEVR (demo + paper), presenting PLUME, a toolbox for recording/replaying/analyzing XR data.
Bon, ça devient obsessionnel : il faut que je vous parle de la musique dans le ciel de #TearsOfTheKingdom . Techniquement, il s'y passe quelque chose de génial qui mérite d'être étudié. Allez, on s'accroche (à sa paravoile), et c'est parti !
Lots of people were asking how exactly does the cloth simulation work. I'll try to explain it in detail. The simulation itself runs using a Custom Render Target, its a weird asset inside of Unity that can execute shaders if its used as a texture on any object in the scene.
I am expanding what the pixel inspector can do, now capturing and visualizing light paths contributing to the pixel. The scattered paths are in yellow, NEE in red.
It seems like tripling the amount of bike lanes in the last 12 years drastically changed Paris’s transportation system. Maybe stop looking at why that one off bike lane “isn’t full” and build more until it’s useful?
After two years somehow sneaking by, I've finally returned to my little digital logic simulator project. In this episode I looked at visualizing data with the help of some seven-segment displays and the double dabble algorithm. https://t.co/sZaAIaOfyP