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Profile


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David Gilbert, M.Sc.
Room K108
Phone: +49 241 80 24771
Fax: +49 241 80 22134
Email: gilbert@vr.rwth-aachen.de

Virtual Reality Team



Publications


Game Engines for Immersive Visualization: Using Unreal Engine Beyond Entertainment


Marcel Krüger, David Gilbert, Torsten Wolfgang Kuhlen, Tim Gerrits
PRESENCE: Virtual and Augmented Reality
pubimg

One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and complex, the same applies to the development process. This has led to a myriad of different tools, frameworks, and approaches that grew and developed over time. The steady advance of commercial off-the-shelf game engines such as Unreal Engine has made them a valuable option for development in immersive visualization labs. In this work, we share our experience of migrating to Unreal Engine as a primary developing environment for immersive visualization applications. We share our considerations on requirements, present use cases developed in our lab to communicate advantages and challenges experienced, discuss implications on our research and development environments, and aim to provide guidance for others within our community facing similar challenges.

» Show BibTeX

@article{10.1162/pres_a_00416,
author = {Krüger, Marcel and Gilbert, David and Kuhlen, Torsten W. and Gerrits, Tim},
title = "{Game Engines for Immersive Visualization: Using Unreal Engine Beyond Entertainment}",
journal = {PRESENCE: Virtual and Augmented Reality},
volume = {33},
pages = {31-55},
year = {2024},
month = {07},
abstract = "{One core aspect of immersive visualization labs is to develop and provide powerful tools and applications that allow for efficient analysis and exploration of scientific data. As the requirements for such applications are often diverse and complex, the same applies to the development process. This has led to a myriad of different tools, frameworks, and approaches that grew and developed over time. The steady advance of commercial off-the-shelf game engines such as Unreal Engine has made them a valuable option for development in immersive visualization labs. In this work, we share our experience of migrating to Unreal Engine as a primary developing environment for immersive visualization applications. We share our considerations on requirements, present use cases developed in our lab to communicate advantages and challenges experienced, discuss implications on our research and development environments, and aim to provide guidance for others within our community facing similar challenges.}",
issn = {1054-7460},
doi = {10.1162/pres_a_00416},
url = {https://doi.org/10.1162/pres\_a\_00416},
eprint = {https://direct.mit.edu/pvar/article-pdf/doi/10.1162/pres\_a\_00416/2465397/pres\_a\_00416.pdf},
}





Poster: Virtual Optical Bench: A VR Learning Tool For Optical Design


Sebastian Pape, Martin Bellgardt, David Gilbert, Georg König, Torsten Wolfgang Kuhlen
IEEE Conference on Virtual Reality and 3D User Interfaces 2021
pubimg

The design of optical lens assemblies is a difficult process that requires lots of expertise. The teaching of this process today is done on physical optical benches, which are often too expensive for students to purchase. One way of circumventing these costs is to use software to simulate the optical bench. This work presents a virtual optical bench, which leverages real-time ray tracing in combination with VR rendering to create a teaching tool which creates a repeatable, non-hazardous, and feature-rich learning environment. The resulting application was evaluated in an expert review with 6 optical engineers.

» Show Videos
» Show BibTeX

@INPROCEEDINGS{Pape2021,
author = {Pape, Sebastian and Bellgardt, Martin and Gilbert, David and König, Georg and Kuhlen, Torsten W.},
booktitle = {2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)},
title = {Virtual Optical Bench: A VR learning tool for optical design},
year = {2021},
volume ={},
number = {},
pages = {635-636},
doi = {10.1109/VRW52623.2021.00200}
}





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