Skip to main content
Up and Coming
May 6, 2014
Question

I want to design virtual raves for VR :)

Hey forum,

I am extremely interested in capturing and recreating the essence of large scale light shows in VR using computer graphics on a much smaller scale. Initial focus would be to gradually increase the complexity of the light show itself more so then the scale.




can any game engine handle this many lights, and this many virtual screens, all working together with the audio of the performance in real time? doesn't have to be "live" it can be entirely pre-fabricated and just presented live....

who is with me on this?

    16 replies

    cubytesAuthor
    Up and Coming
    May 7, 2014
    "cybereality" wrote:
    Sorry if this has been said, but you did try Buddha Clubotron, right? I though that was pretty cool.


    ahh yes I did see a demo of Buddha Clubotron here recently, very cool I can't remember how I discovered it tho....




    there is also this demo in the WIP forum that caught my eye as well




    these two examples are very ambient and visualizer heavy and the audio they use doesn't have that mixtape or live feel to it. i like the idea of using rich visualizer graphics but my primary focus is on light shows. more specifically light show animation intensity & complexity not necessarily the complexity of the scene nor the visualizer effects.

    its cool to have some trippy looking colors swirling around but honestly i think timing really is everything. the use of subtle animating visual effects in sync with the beats tempo is great. but i want the animation of the visual effects to be in your face intense and dominate the experience possibly with an epilepsy warning status. not ambient by any means. sure you can use subtle ambient sequences when there is a breakdown in the mix but again intensity and timing is really what i want to focus on here. especially when said intensity and timing is used to emphasize a drop.

    that is kind of why i want to use a holodeck space rather then some scene like Buddha Clubatron. a holodeck will be just a big square box or a big circular space. im thinking that by simplifying the geometry of the scene itself, one could greatly increase the complexity and intensity of the visual effect performance. plus with the hologram idea you can project any kind of 3D object into the space as if it were real but it will not have any collision detection and be free to flow in and out of the scene and most importantly animate with the music.

    im not against experimenting with some static scenery as long as the scene itself doesn't limit the complexity and intensity of the light show.

    with that said...

    these guys already have working demos going and I still have to wait for a DK2. so kudos to them. besides this is all new to me anyways so it will be extremely challenging for me to do this on my own starting from scratch.

    my goal is to work with someone who actually builds amphitheater stages and programs light shows for large scale venues in real life. and then try to find someone who is all about designing computer generated visual effects. and bring these two geniuses together and learn as much as i can from them while we work on building an amazing experience for VR!
    cubytesAuthor
    Up and Coming
    May 7, 2014
    this may be high-concept BS but here is what I am thinking...

    I want to do one of the holodeck light shows like this:




    and the other light show like this:




    one with a stage centered in the middle of the room and another with the stage centered on a wall at the end of a rectangular room. basically i just want to straight up copy these amphitheater set ups and re-purpose the show for different mixes by the same artist.

    now remember when you walk into a holodeck it is essentially an empty room. the key insight here is that when the mix begins during the intro phase the stage all the screens and all the lights are assembled right in front of your eyes in real-time.

    the one with the staged centered in the middle of the room i already have an interesting idea of how to set the stage and all the lights up in realtime using holographic imagery.

    for instance;
    a sun would emerge in the middle of the room. it would go supernova revealing the stage and setting up all the lights simultaneously. but if that is too complicated the stage could simply emerge from the floor and/or the ceiling of the room.

    the one with the stage set up on the far wall of a long rectangular room would be even more easier to intro into, especially if you think of the wall itself as a massive virtual theater screen with 3D effects...

    remember all eyes should be on the stage itself, so i don't think any complex scenery would be needed. which is why i want to use a holodeck abstract layer for this...
    cubytesAuthor
    Up and Coming
    May 7, 2014
    collaboration with someone who designs and programs real life light shows is absolutely essential. preferably someone who has a background in theater and stadium lighting too.

    the stage will be the center-piece sure but there will still need to be lots of virtual lighting fixtures that can flash, change color and animate in the gamespace

    i really want to go at this from the perspective of recreating a real life light show in VR first and foremost. any video or visualizer content presented in the space would be contained within virtual displays as if they were real life displays.

    i want to also create a light show engine. i don't want to have to create a light show from scratch deep in the code each in ever single time. this light show engine could be similar or based on some of the same tools(applications programs ect) that lighting experts use to design and program real life lights shows.

    when that is dialed in then i want to experiment with:
    -holographic imagery
    -particle effects
    -environmental displays


    holographic imagery:
    -this would be like suddenly spawning fully rendered 3D objects in the gamespace in real time
    -except with no collision detection
    -and they can be animating or just siting there

    particle effects;
    -im interested in leveraging particle effects to essentially coalesce and build 3D objects in game space in real time
    -particle effects being miniature 3D objects that have complex particle physic animations
    -common ones being fog, smoke, mist, rain, sleet, snow,
    -i would need a really complex particle physics engine
    -like a large dragon that shoots a fireball at you the fire ball flies forward then transforms into 5 smaller dragons that breath 5 fireballs, that those 5 fireballs then turn into hundreds of miniature dragons and the sequence phases out
    -or small snowflakes that coalesce into a snowball then shatter back into small pieces
    -or DNA packet graphics flying around that can assemble to create a fully animating NPC then shatter back into DNA packets
    -ect ect

    environmental displays;
    -basically animating wall ceiling and floor textures
    -vistas backdrops landscapes ect
    -i would also like to experiment with 3D effects assuming the light show itself doesnt comprise this effect. if it does oh well no biggie

    i would also like to experiment with a VR equivalent of mattes. in that the particles might assemble a whole gamespace room right in front of your eyes and the wall itself would use an animating backdrop to convey the feeling of a huge wide open space for just a brief moment to emphasize a majestic or magical wide open feeling during a breakdown.

    now with all these elements light show is but a card of many in my hand that could play to project a very VERY compelling VR experience....

    i will explain just how compelling it could be in my next post


    -
    cubytesAuthor
    Up and Coming
    May 7, 2014
    now with these cards in hand one could really put on a very compelling show :)



    walkthrough;
    -blank card nothing but a holodeck
    -stage card watch as the stage appears right in front of your eyes
    -light show card (watch the pretty lights)
    -then i can play the environmental display card and fade in some trippy looking dance floor effects
    -then i play a matte card
    -watch as the stage shatters into thousands of pieces
    -then watch the pieces assemble a scene right in front of your eyes
    -while also fading in texture and backdrops on all the walls ceilings and floors
    -then play the theater lighting card over this to bring the scene to life
    -and for a brief moment you feel like you are in a wide open space
    -then play a singularity card; watch while everything is sucked up into a singularity that creates a star
    -then i play the stage card again the star explodes and instantly reveals a stage
    -then i play the light show card again
    -on and on throughout the mix

    i would rarely play the matte card though.that seems almost a bit too complex.... but im willing to give it a go

    mostly i would play this hand;
    -stage card
    -light show card
    -shatter the stage with a particle card but keep the lights going.
    -then play a holographic imagery card to have the particles assemble together into a huge robot.
    -then take out the lights for a brief moment
    -and when the drop occurs the robot start blasting stuff at you (dont worry it wont hurt you)
    -then bring the lights back up while robot keep blasting stuff at you.
    -then play the particle card to shatter the robot
    -play a holographic imagery card to have the particles assemble into an phoenix
    -have the phoenix fly into a wall
    -and for a brief moment take out all the lights
    -then play an environmental display card and hit play on some video with 3D effects as if the wall itself morphed into a massive virtual theater screen
    -then play the light card and slowly bring back the lights

    so on and so on

    all this is great. but it must be done in a way that is relevant to the content of the mixtape that is playing in the background.

    and while these cards would be well placed in my hands.....

    the stage and light show cards are first and foremost top priority.

    i would like to play the matte card though :)

    if it is possible to load a rich vibrant gamespace entirely in realtime using primarily particle physics that actually assemble the scene in combination with backdrops, in a manner similar to creating mattes. i am all for it.

    it might be possible to do since there wouldn't need to be any complex collision detection data associated with the gamespace at all. but this is not my area of expertise so i dont know for sure....
    cubytesAuthor
    Up and Coming
    May 7, 2014
    i would love to hear feedback criticism and input regarding my endeavor to design virtual raves for VR, but honestly that's not the point of these posts....

    the point is: the very act of explaining my endeavor to any and all who would listen, reveals to me a clearer picture of my vision!

    in short i am brainstorming :)
    cubytesAuthor
    Up and Coming
    May 7, 2014
    i would prefer that most holographic imagery spawned into the gamespace to be assembled in real time via particle physics.