Digital Dome and VR
Dates: September 27 – October 1, 2019
Location: Boulder, CO*
Learn 360 techniques for the digital dome and VR from top creators in the industry.
You will experience comprehensive hands-on learning experience in spherical design from live capture and virtual integration to live performance and interactive design.
You will learn dome 101, spherical live action, Blender, immersive audio, and more! Full schedule for 2019 coming soon. 2018 schedule example 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.
*Location Subject to Change
REGISTER NOW! In two short steps.
1. Fill in the Registration Form
2. Pay downpayment
Dome and VR 360 Content Creation
*Tech specs at bottom of page*
DAY ONE: INTRO
Basic Fisheye Capture
We start with the basics. Fisheye capture and placement in 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.
Learn how to stitch multiple videos 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
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 consideration such as yaw, audio spatialization directed visuals, and color/contrast design.
DAY TWO: CREATION
360° Images and Texturing on a Virtual Dome
Bring live action video and still images into a 3d environment to create a mixed reality environment. Create a virtual platform ready for mixed image capture, photogrammetry integration, and/or animated objects.
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 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
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 real-time fulldome & VR applications.
Live VJ Real-Time Visualization
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, touch designer 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 real-time environment that can be manipulated through audio analysis tools and hardware controllers.
DAY FOUR: SUPPLEMENTS
Production Pipeline for Fulldome Pre-Visualization
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.
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 allow 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
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
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.
Wrap Up – Q&A Panel with all Instructors
What Past 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