@JayHadHope @GAMERTAGVR In this case, if you notice, it is a permanent shadow where the light always comes from above the character regardless of where the lights are placed on the map, which is not as expensive in terms of performance as the dynamic shadows of red matter or as in the batman trailer
This is VR-GS, a system that combines:
🔷 Gaussian Splatting: For generating smooth, high-quality scans from 3D data points.
🔷 XPBD: Advanced physics simulations for VR.
Simply, it enhances 3D scans for VR & AR by adding realistic collisions and lighting.
Examples in the🧵
Announcing: INDUSTRIA 2
A narrative FPS adventure about a woman stranded in a parallel dimension, trying to find a way home.
Explore, scavenge and fight in a strange boreal landscape consumed by ever-hungry machines.
Every Wishlist helps so much: https://t.co/UVACvuE2Us💙
@lucas_martinic Hey this is great! I did something similar for unreal engine but only being able to adjust the cubemap brightness. It would be ideal if the quest3 captured the cubemap of the scene to correctly illuminate the object before starting the app