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sayangel

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Resolve | Software Engineer | Remote | Full-time

At Resolve we’re building the future of efficient communication using immersive technology like VR and AR. Resolve helps bridge the communication gap between people who operate buildings and those who design and build them. We've built an enterprise-grade VR application for reviewing industrial facilities on wireless VR devices like the Oculus Quest - our customers love it because it just works even with large, complex 3D building models with over 500M polygons.

From data centers to cutting-edge biopharma facilities, Resolve provides a collaborative virtual environment for operations & maintenance teams to review and interact with 3D building models at full scale - decreasing late stage changes during the construction process and delivering a safer, more easily operable building.

We need an engineer with deep Unity experience who will help us take the Resolve VR experience to the next level. You will work on a variety of components including optimizing code to stay within framerate and memory constraints, architecting C# applications, networking (avatars, VoIP, synced state), and implementing VR interfaces from mock ups.

Apply here: https://www.workatastartup.com/jobs/43673

Where did the author get the info that this is open source? I haven't seen Unity state anywhere that this tool we be open source.

I could see them giving source code to people who pay for some enterprise license, but I doubt it will be open source. At least not the part that extracts data from BIM software.

Oculus Go 8 years ago

Unless you've tried it, I think it's really unfair to say Go is a modest improvement. The optics for one are much better than even the rift - not to mention you don't get dust inside the headset to ruin the experience.

Go also has a Snapdragon 821 for ONLY VR. The GearVR was sharing resources with a ton of other garbage background processes that Go doesn't need to worry about. And the thermal performance is also way better.

Finally, you can get Oculus Go to run at 72Hz which is a way more comfortable experience than GearVR.

So you get a lot more than your phone can give you for 25% of the cost.

InsiteVR | NYC, NY | Full Time

-- What We Do --

InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, mesh optimization for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For--

3D Graphics engineer - lead development of mesh exporters and optimization pipeline. You should be comfortable manipulating and visualizing mesh data.

Full Stack Dev - someone who can help improve our API and implement simple, but elegant front end interfaces for our users to upload and preview content on. Our stack: node, mongo, react, threejs, AWS (S3, EC2, SQS), Heroku

If you're interested you can apply below or contact me directly: angel@insitevr.com

Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer

Full Stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev

InsiteVR | NYC, NY | Full Time

-- What We Do --

InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For--

Full Stack Dev - someone who can help improve our API and implement simple, but elegant front end interfaces for our users to upload and preview content on.

Our stack: node, mongo, react, threejs, AWS (S3, EC2, SQS), Heroku

More info here: https://angel.co/insitevr-1/jobs/70786-full-stack-dev

or contact me directly: angel@insitevr.com

i think points 4 and 5 are massive ones that people aren't seeing past. The GearVR was better than cardboard because of the improved IMU + scheduling preemption. These are things people always glaze over because they're obviously too technical for consumers to care about.

Now Google is setting a standard and while before there was no reason for VR ready IMUs in phones, now phones will have the proper heardware and Anrdoid N low latency mode to hopefully make them as capable as an S7+GearVR out of the box. This integration is a massive step in the right direction. It's VR pushing manufacturers to reconsider what the "basic" phone looks like.

InsiteVR | Brooklyn, NY | Full Time

-- What We Do --

InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For-- Unity Dev - We're looking for a unity developer in NYC to help improve our VR app.

Graphics engineer - build upon our existing mesh optimization framework.

Dev Ops - help us refine and scale our cloud based mesh processing pipeline.

Sales BDR - Bring VR to every architecture and construction firm in the world.

Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.

More info here: https://angel.co/insitevr-1/jobs

or just email me: angel[at]insitevr.com

InsiteVR | NYC, NY | Full Time

-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For--

Unity Dev - We're looking for a unity developer in NYC to help improve our VR app. Graphics engineer - build upon our existing mesh optimization framework.

Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.

Unity role: https://angel.co/insitevr-1/jobs/115584-unity-engineer

Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer

or just email me: angel[at]insitevr.com

We've already had AR. It was called "Google Glass".

That's a poor outlook IMO and a mindset that would kill innovation. Hadn't there been plenty of touch screen/smartphones before the iPhone? Failure doesn't indicate the end of technology, but a good opportunity to improve.

InsiteVR | NYC, NY | Full Time

-- What We Do --

InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For--

Unity Dev - We're looking for a unity developer in NYC to help improve our VR app.

Graphics engineer - build upon our existing mesh optimization framework.

Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.

Unity role: https://angel.co/insitevr-1/jobs/115584-unity-engineer

Graphics role: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer

or just email me: angel[at]insitevr.com

InsiteVR | NYC, NY | Full Time

-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality.

Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

--What We're Looking For--

Unity Dev We're looking for a unity developer in NYC to help improve our VR app.

Some of the challenges you’ll be tackling: destroying draw calls that don’t need to exist, implementing easy to use VR interfaces, improving Unity interface with our cloud based mesh optimization pipeline, and optimizing our VR app with both pre-processing and realtime techniques.

Apply here: https://angel.co/insitevr-1/jobs/115584-unity-engineer

or just email me: angel[at]insitevr.com

InsiteVR | New York, NY | Full Time | ONSITE

-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality.

Challenges we're working on: networked VR experiences, efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

-- What We're Looking For --

We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer to lead our web development efforts.

Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev

You can also just email me at angel[at]insitevr.com

As others have stated, there are several options.

Here's a general breakdown:

-hardware- cardboard, Oculus Rift Development Kit (DK2), GearVR (ionly compatible with Galaxy S6 or Note 4), mobile VR viewers (durovis, wearlity, DIY 3D printed headset, etc.)

-software- Unity, Unreal Engine, ThreeJS + WebVR

The most lightweight route is probably getting your hands on a google cardboard and using Unity to get your hands dirty. For basic things you can just use Unity's visual interface. The challenge is really just learning to navigate Unity, not so much understanding graphics. It's mainly C# or UnityScript, which is essentially Unity's javascript mutant child.

For me, one of the best ways to get assimilated with VR was actually using the webVR API (http://webvr.info/). It's a JS based way to interface with the Oculus Rift or Cardboard. Using Three.JS to set up scenes and then using the webVR API to render stereo, get sensor data, etc. was a fast way for me to learn VR development.

Since you've mentioned you're adept with graphics and programming then maybe it's worth exploring Unreal as it's a bit more advanced, but can produce some awesome results.

Happy to answer any other questions!

hey rwmj! Would love to talk to your architect friend about how we wants to utilize VR for client presentations. email: angel[at]insitevr.com

My company, InsiteVR, makes it easy for architects to take their 3D models and deploy a VR walkthrough that they can use for design reviews or client presentations. No coding experience required, just a 3D model.

here's a cool example of one of our customers using our software: a cool case study: www.interiorarchitects.com/blog/the-future-of-architectural-renderings-at-ia-is-in-virtual-reality/

we've definitely seen architects get real value from VR beyond the novelty. That's definitely one of the harder parts of being a VR company at this stage. Getting people to adopt because its actually valuable and not because it's cool or because they want to be the first.

Some of our customers are using it to analyze the impact of re-arranging work spaces or to communicate why design A while more expensive is better than design B. We've been working on and are really excited about using VR to A/B test physical spaces. We do it for websites, why not for the spaces we live in every day?

a cool case study:

www.interiorarchitects.com/blog/the-future-of-architectural-renderings-at-ia-is-in-virtual-reality/

i'd be interested to hear what Jeff thinks about the GearVR. Most people brush it off as just another phone holder with lenses, but I'd say it's the most compelling VR headset available on the market.

It has a lot of what he requests from a VR headset: wireless, better display than DK2, and doesnt require a gaming rig. It's virtually plug and play and I think that's why people love it.

MobileVR is what will and should be people's first taste. I've spoken with a lot of architects who love cardboard because it sets such low expectations but blows people away when they put it on. The DK2 is a bit underwhelming as you're strapped into some gaming rig so you're expecting some cutting edge graphics and end up with what something that looks like N64 VR.

One thing that was neglected in this post is the emotional response that VR, even in it's current state, can evoke. I was sold on the Rift after trying some of the early horror titles. They were graphically very basic, but every corner had me sweating and the jump scares had me looking away. You could argue a 2D monitor has the same effect but when you're in VR and try to look away only to find you don't see your living room or anything familiar everything changes. And the social experiences like Convrge or Altspace are also something to be excited about. I was at first quite skeptical of things like this, but the subtle head movements that are incorporated into the avatars are enough to give one a sense of "meatspace" social cues. I once found myself talking to someone in Convrge and was awkwardly nodding and avoiding eye contact when I realized this was just an avatar. It's simple but powerful.

hey sireat! I'd love to learn more about how your friend's architecture office is using the Oculus and what their experience has been with is so far.

My company, InsiteVR, makes it super simple for architects to get from 3D modeling software to VR without the headache of programming a game engine or setting everything up. And we use the GearVR so it's wireless, nice res, and easy to set up.

Shoot me an email at angel[at]insitevr.com - I'd love an introduction to your friend.

InsiteVR | New York, NY | Full Time | ONSITE

-- What We Do -- InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

-- What We're Looking For -- We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer to lead our web development efforts.

Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev

You can also just email me at angel[at]insitevr.com

I think the experiences at an arcade have to be ones you can't get at home for it to be compelling enough to come back. You said it yourself: it probably was just a PC with MAME running. You can do that at home. What I can't do at home is sit on a stool with a bunch of flashing lights and Howie Mandel asking me to pick a suitcase. And perhaps have people cheer me on.

I think the same will go for VR arcades. It's gotta be more than a bunch of PCs running software. It's more about the experience.

Stuff like this will thrive: https://thevoid.com/

The VR experience has to be enhanced from what people will be able to get at home. Having a bunch of VR headsets in a room and calling that an arcade will quickly become obsolete. But what people won't have as much access to is spaces that mirror the virtual world and allow you to "feel" the space. A 1:1 physical mapping with a virtual world has a very powerful effect on the suspension of disbelief.

InsiteVR | New York, NY | Full Time | ONSITE

-- What We Do --

InsiteVR (YC W15) is building a virtual reality platform that helps architects and designers easily present 3D spaces in virtual reality. Challenges we're working on: efficient mesh compression for smooth VR performance, novel VR user interfaces, data analytics of user interactions in VR, and finally making the development of VR experiences as accessible as possible to anyone who can generate 3D content.

-- What We're Looking For --

We are hiring engineers in NYC to help build the future of our platform. At InsiteVR, we’re always pushing the limits of computing power, especially mobile devices, to render highly complex architectural models in VR. Before we can even walk around and experience these models in VR they have to be processed and optimized for rendering. We are hiring a full stack web developer and 3D Graphics Engineer to lead our development efforts.

Full stack: https://angel.co/insitevr-1/jobs/70786-full-stack-dev

3D Graphics Engineer: https://angel.co/insitevr-1/jobs/70779-3d-graphics-engineer

You can also just email me at angel[at]insitevr.com

I think so. Though my bets are on mobile VR taking off very soon. Although you're limited by the processing power of the phone the ability to carry a VR headset anywhere and be untethered is totally worth the trade off.

Watching a movie in the GearVR as if you were in a movie theatre is one of the most pleasant VR experiences out there. I'm also a big fan of cardboard for its portability and thriftiness, but it is definitely a limited VR experience. Think of it as a gateway VR experience.

With room scale VR on the way with Oculus CV1 and the Vive we're also going to see much more compelling VR experiences. The caveat here is that they'll be quite inaccessible as they'll require a pretty hefty gaming rig and a dedicated space for walking around. But things like Oculus Touch will bring the interactivity of VR to a new level. Right now it's very much just sit and rotate your head. It'll get better I think. There are also a lot of unsolved challenges like storytelling, capturing a users attention when they're free to look anywhere, limited input, etc.

It's a great time to be a VR developer.

Author here! I take it to mean using whatever resources you have available to make something work. And that's what I think I did.

Of course you're free to disagree!

author here - totally get where you're coming from, but there's huge value in the social part as well. It's not to say I didn't do any coding at the hackathons I went to. But if I was going to immerse myself with other, smarter human beings I might as well talk to them!

Finding the balance is tough, but that's why going to these sorts of things was so important to me. Helps you learn how to filter out noise, talk to the right people, etc. If you know what you're looking you can be quite efficient when talking to people.

I really think it depends on what you want to get out of a hackathon. At the end of the day you get out what you put in.

After graduating from college I spent some time going to hackathons, some of which were of the type you described. But I didn't care because I just wanted to go somewhere where I could hone my ability to think fast and ship. I got to do just that while also meeting awesome dev evangelists, eating free food, and occasionally going home with some prizes.

I also don't think the following is necessarily the right thing to do:

"Restrict to those who are there to code, design, or build something, not to write a business plan"

especially if the intent is to create "better builders, better collaborators, and better teachers."

Learning to work with the MBA type that a lot of people vilify can be a valuable skill. I think the ability to dilute business speak into features you can program or being able to communicate your complex programming ideas to someone less experienced are super valuable. And that's where I've seen a lot of hackathon pitches fall apart. Someone creates something so technical and awesome, but can't break it down into something that non-technical people or new programmers can understand. And that sucks, but being able to do so is a necessary communication skill.

I also think hackathons are a great place to find future co-founders. Maybe that's another programmer, but maybe it's someone who can help you sell your product and has a more developed business sense. Again, it all depends on why you're at the hackathon in the first place.