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Designing tools to empower learners, trainers and teams to work in a collaborative fashion, using multiple technologies is the goal of this toolset…

Procedural Anatomy VR


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This prototype was designed as a room scale experience for the HTC Vive. The user can interact with the different anatomical systems via a unique, intuitive UX/UI experience.

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All systems in the simulation can be toggled on/off in any combination fo rah user to visualize the human anatomy. In addition, different levels of procedurally generated burns to the epidermis can be toggled.

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Procedurally generated materials and kinematic function based on severity of burn injuries, are the driving features of this simulation prototype.

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Below is a video capturing the experience from within the VR environment. Voice over guidance by me.

Procedural Anatomy VR - Case Study


Design


Realized in the Unity game Engine.

This is an HTC Vive room scale prototype. This tool was created for ICF as a work in progress for procedural systems integration, from materials to kinematics. It features a holographic, always ready, radial user interface.

Function


The creation and of use of bleeding edge technologies in lighting, shading, procedural texturing and mesh optimization

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Solving difficult problems in XR is the goal of my work. From UX/UI to high fidelity features…
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