Digital Dome and VR Workshops
Date: April 9 -13, 2018
Location: Fort Collins, CO
This is your opportunity to learn 360 techniques for the digital dome and VR from some of the top creators in the industry. Designers from Alt Ethos lead by Ethan Bach and DomeClub director Ben Gondrez deliver a comprehensive hands on learning experience in spherical design from live capture and virtual integration to live performance and sensor integration.
Not just for artist-in-residence anymore! Don’t have time for the MORPHOS artist-in-residence,
you can participate in the NEW MORPHOS Workshops. Join us for a five-day hands-on intensive training in Colorado covering spherical content creation for digital domes and VR.
We cover dome 101, spherical live action, blender, immersive audio, and more! See full list below.
After years of research developing spherical curriculum for the dome and VR through NSF and DoD grant funded programs, college curriculum, and the MORPHOS artist-in-residence we now bring this one-of-a-kind experience to any professional interested in 360.
REGISTER NOW! In two short steps.
1. Fill in the Application Information
2. Pay downpayment
Dome and VR 360 Content Creation
*Tech specs at bottom of page*
DAY ONE: INTRO
Basic Fisheye Capture (Ben Gondrez)
We start with the basics. Fisheye capture and placement in the 360 environments. Here we cover composition, lighting considerations, and movement. Pros, Cons, and best practices will be a focus to get you up to speed on 360° live action footage capture. Hands on learning using Kodak PixPro cameras.
360° Stitching (Ben Gondrez)
Learn how to stitch multiple video and still image captures into one seamless image. Live capture is challenging in 360° design and getting easier every year. Tricks like HDR require and high resolution capture require stitching.
Dome 101 – Do’s and Don’t (Ethan Bach)
Review a collection of years of dome content to demonstrate the do’s and don’ts of digital dome production. Review basics such as cross photon bounce, tilt, and theater variations to a complete design considerations such as yaw, audio spatialization directed visuals, and color/contrast design.
DAY TWO: CREATION
360° Images and Texturing on a Virtual Dome (Ethan Bach)
Bring live action video and still images into a 3d environment to create mixed reality environment. Create a virtual platform ready for mixed image capture, photogrammetry integration, and/or animated objects.
Blender Basics (Matt Maes)
The purpose of this course is to familiarize digital artists with the 3D production process using Blender for immersive mediums such as VR and Fulldome. Participants will be instructed in 3D asset modeling techniques and given a primer on object animation. This class will be intuitive to students’ skill levels with an emphasis on technique before subject meaning I don’t want to tell you what to build, only how to build it. I do ask that we create our objects to a level of simplicity such that fits within our time frame to be transitioned into the next workshop: Unity Basics.
Unity Basics (Eric Davis)
Unity 3D is a popular video game creation software, but it is capable of much more than that. Artists and programmers commonly turn to Unity 3D to build custom application solutions, and in the case of 360° digital content, the platform is a standard. This module will introduce attendees to the basics of Unity 3D, from importing and manipulating assets to lighting your scene and building environments and worlds.
DAY THREE: REAL TIME DISPLAY
Live Content Demos – Unity3D – (Eric)
Learn to import and display your content in the dome and VR using the Unity3D game engine. Building off the previous day’s work, bring your freshly made content to 360° life with a simple workflow that opens the door to realtime fulldome & VR applications.
Live VJ Real Time Visualization (Zac Layman)
One of the many hurdles that have been lowered in previous years with dome production is the ability to put realtime visuals into a dome environment with all the slicing for each projector working. Using mapping software like Blendydome, vDome, touchdesigner and omnidome people are able to map multi-projector environments for real-time visualizations. Integrating with the Blender workshop, you will learn ways to integrate your 3D Model and animations into a realtime environment that can be manipulated through audio analysis tools and hardware controllers.
DAY FOUR: SUPPLEMENTS
Production Pipeline for Fulldome Pre-Visualization – (TBD)
Amateras, Omnidome, and other tools allow content creators to preview fulldome works in virtual space on your personal computer and check your work before it goes up on the dome. Get the lowdown on this critical step in the production pipeline in this interactive course.
3D Audio – (Eric)
Fulldome environments more times than not will house multichannel surround sound systems (ranging from standard 5.1 systems to 250 channel systems). Recent advances in audio technology allows creators the ability to utilize these systems to easily move sound throughout this immersive space – left to right, front to back, top to bottom, and anywhere in between – both in real-time and through pre-rendered paths. This workshop will break into the tools used that make this possible and dive into some techniques to ensure your audio is as immersive as your visuals.
Interactivity with sensors (Paul Elsberg)
Blending interactivity into your audio visual environment lays a foundation for conversation between the audience and your piece. In this course we’ll connect users in the physical world to your fulldome environment through the use of the Microsoft Kinect along with considering the core principles of interaction design strategies to increase engagement while adding to the narrative.
DAY FIVE: FINALIZATION
Rendering Best Practices for Fulldome (TBD)
In this essential class, we discuss optimization techniques, best practices, and no-no’s when it comes to rendering professional quality fulldome and VR content.
Production Resources (Ethan Bach, Ben Gondrez)
Wrap Up – Q&A Panel with all Instructors
What 2016 Attendees have to say:
[V]ery good knowledge about almost all of the useful tools for dome content creations and very good technical background.
Oscar Sol, MORPHOS artist-in-resident Denver 2015
[A] wealth of knowledge of different software and equipment and the workshops were fun and informative.
Richard Clements, Denver 2015
There are several options of places to stay in Fort Collins including hotels, airbnb, and hostels.
Artists-in-Residence will be staying at the Solarium Hostel
Travel to Fort Collins is easy.
Fly into DEN international airport. Book a ride to Fort Collins with Green Ride. (under $100 roundtrip)
**Revenue from the workshops goes to help support the artist-in-residence housing and other support.
Total dome resolution: 4Kx4K
Dome Diameter: 11.9 meters
Dome Seating: 84 unidirectional seats
Dome Tilt 20°
Dome Model: Spitz NanoSeam
Projectors: Sony VPL-GTZ280 (x2)
Digital Channels: 4
Digital System 1: Digistar 6
Servers: Dell Precision Rack 7910, Dual Intel Xeon E5-2620, 32GB RAM, NVIDIA GTX 1080Ti (x5)
Digital System 2: Uniview
Servers: HP Z840 Workstation, Intel Xeon E5-2620, 32GB RAM, NVIDIA Quadro P5000 (x3)
Digital System Live: BlendyDome VJ Server: Macbook Pro
Sound System: 5.1 surround sound system
Speakers: JBL Professional Screen Array Cinema Series
Total Power: 6200 Watts
Signal Processing: London SoundWeb
Rendering software: Adobe products, Blender
Cameras: Nikon D3200 DSLRs, Kodak PixPro 4k, Samsung Gear 360 (2016)
Lenses (for DSLR): Sunex 5.6mm Fisheye
Sound Recording: Zoom H2N