Store the states of objects in the scene such as their position and visibility.
When Visionary Render is initialised, you will be presented with the Start Room. This is a simple scene of a fictional room. It is designed to help you become accustomed to a virtual environment, to determine the visual fidelity that your machine can support, and to configure tracking systems before loading your data.
3D in stereo mode.
The 3D cursor in Visionary Render.
Stereoscopic refer to the ability to view object in a Head Mounted Display with the illusion of depth. It is usally achieved through different processes by which an object and/or environment is captured with different angles (representing left and right eye) are viewed together, creating an impression of depth and solidity.
Measure distances between points by clicking on objects in the scene
Moving across the virtual space without physically moving in the real world.
An object that transforms VR Models using rules and other assets, increasing the effectiveness by which the data is communicated by visualisation.
There are currently two different types of headsets for VR: tethered and mobile. Tethered headsets are physically connected to a powerful computer using wires, allowing them to make use of the processing power available to track positions, movements, etc. Tethered headsets give the user a freedom of movement beyond turning their heads and additional interactivity. However, they require the user to stay within a certain distance of the computer, as the user's headset must stay connected physically to the computer, and are relatively expensive compared to their mobile counterparts. Mobile headsets can be taken anywhere, since they do not require a physical connection to a processor, and are far cheaper than tethered headsets.
Image that can be loaded into Visionary Render and used in Materials to provide more realistic surface finishes.
Indicates the positions of Frames, Animations, and other Sequences within a sequence.
Current frame rate in Hertz, the time to render the last frame in milliseconds, and how many millions of triangles are drawn per second.
The tool bar is the primary GUI that contains the Application Menu and various buttons. Many of the buttons represent tools that can be on or off. These are highlighted in orange when they are activated. The buttons with a small orange triangle at their bottom right contain drop-down menu.
Leaves traces of the movement.
The activity by which VR Models are transformed to increase their effectiveness for visualisation.
The activity by which External Data is translated to VR Models.
Functionality wherein users can revert back to overall view from isolation.
Allows scripts to invoke the player to send remote control data to the server.
The activity by which a artifact is consumed non-visually. For example to enable it to be further manipulated to be consumed externally.
considered a subset of motion sickness. It is often the result of perceived discrepancies between what your brain and body think they're doing. It can be induced without actual motion. Symptoms of VR discomfort include apathy, drowsiness, disorientation, fatigue, and vomiting and we recommend removing a VR headset if you begin to experience such discomfort.
Type of assembly used to store an interesting or important view in the scene.
Controls the image brightness in the image periphery compared to the image centre.
Virtual reality or VR is a technology that, unlike augmented reality, creates an artificial world for the user to experience.
Virtual reality sickness is a feeling of discomfort or disorientation that can occur when experiencing virtual environments. There are several theories on its causes, mostly related to the small but noticeable gap between virtual reality and reality.
The act of consuming or presenting data using visualisation.
Specifies the main colour temperature of the light sources.
A symbol used to replace or represent one or more character
rotation around the vertical (y) axis.