Category: DMVP

  • Specimania: Bring Hidden Insect Collection to Life

    Drexel University’s Digital Media & Virtual Production (DMVP) program recently showcased an innovative senior capstone project that pushes the boundaries of interactive museum experiences. The project, titled “Specimania,” was developed by a talented team of students known as Bug Byte Studios, demonstrating the program’s commitment to preparing students for real-world production environments.

    Specimania is an interactive exhibit designed to reveal the mysteries of the Academy of Natural Sciences’ hidden insect collection. The project combines cutting-edge technologies such as virtual reality, 3D modeling, and interactive displays to create an immersive and educational experience for museum visitors.

    Key Features and Technical Achievements

    The centerpiece of Specimania is a custom-designed kiosk that allows visitors to explore virtual specimens in various ways. This includes a holographic display showcasing high-fidelity 3D models of insects, an educational game where users can play as different bee species, and the ability to switch between virtual specimens and view them in different experiences. The team also created detailed 3D printed models of the insects, allowing visitors to observe intricate details up close.

    Technical Prowess

    The Bug Byte Studios team showcased impressive technical skills throughout the project, including photogrammetry and 3D modeling to create accurate digital representations of insects, advanced hair grooming techniques to replicate realistic insect textures, and implementation of scientifically accurate animations using retargeting in Unreal Engine.

    Real-World Impact and Future Developments

    Specimania was not just a theoretical exercise. The project was developed in collaboration with the Academy of Natural Sciences and was showcased during Earth Day weekend, receiving valuable feedback from real visitors. This real-world testing allowed the team to refine their project based on user interactions and responses.

    The success of Specimania has led to exciting developments for the DMVP program. A new class called “Digitizing Nature” will be offered in collaboration with the Academy of Natural Sciences, allowing future students to build upon the foundations laid by this project. This collaboration is set to grow, providing more opportunities for students to work on real-world projects and gain hands-on experience with cutting-edge technologies in museum and educational settings.

  • Titra Labs: Revolutionizing Chemistry Education Through Virtual Reality

    Drexel University’s Digital Media & Virtual Production (DMVP) program showcased an innovative senior capstone project in 2023 that pushed the boundaries of interactive chemistry education. The project, titled “Titra Labs,” was developed by Anthony Alcantia, demonstrating the program’s commitment to preparing students for real-world production environments and interdisciplinary applications.

    Titra Labs is a comprehensive chemistry titration simulation that brings laboratory experimentation into the virtual realm. This project showcased the potential of VR technology in science education, allowing users to weigh solids, pour solutions, and conduct titrations in a highly interactive and immersive environment.

    Bridging Science and Technology

    Anthony Alcantia, a DMVP student with a background in biochemistry, developed Titra Labs over nine months using Unreal Engine 5 for Oculus systems. The project exemplified the integration of digital technologies with scientific disciplines, demonstrating how virtual reality can enhance understanding of complex chemical processes.

    Key Features of Titra Labs

    Titra Labs offered a unique learning experience by combining the physical aspects of laboratory experiments with real-time analysis and calculations. Users could perform titrations, observe color changes indicating reaction endpoints, and receive immediate feedback on their experimental techniques. This hands-on approach in a virtual environment allowed for repeated practice without the constraints of physical lab resources.

    Impact on Chemistry Education

    The project aimed to make chemistry more accessible and engaging for students at various levels. By simulating real-world titration experiments, Titra Labs provided a safe, cost-effective, and interactive way for students to gain practical experience. This VR application could potentially supplement traditional laboratory work, especially in situations where access to physical labs is limited.

    Anthony’s work on Titra Labs demonstrated the DMVP program’s commitment to fostering innovative projects that have real-world applications. The project not only showcased technical proficiency in VR development but also highlighted the potential for cross-disciplinary collaboration between digital media and scientific fields.

  • Exploring New Worlds: Student-Created Environments in Unreal Engine 5

    The world-building final projects in the DMVP program showcase the incredible creativity and technical prowess of student teams. Each group crafted a unique virtual environment within Unreal Engine, combining advanced materials, procedural foliage, and dynamic lighting to bring their vision to life. Let’s explore the immersive worlds created by three standout teams.

    Smith, Burcksen, Weber, Solis – A Forgotten Monastery

    This team transported viewers to an ancient, abandoned monastery hidden deep within a misty valley. The environment is rich with overgrown foliage, cracked stonework, and the eerie ambiance of a place lost to time. The use of Unreal Engine 5’s Lumen lighting technology creates a dynamic interplay of light and shadow, enhancing the sense of mystery and depth in the scene.

    Technical Achievements

    The team leveraged Nanite geometry for highly detailed assets, ensuring that each pillar, staircase, and moss-covered statue held an impressive level of fidelity. Additionally, their automated foliage system added layers of natural growth to make the environment feel authentically aged and untouched.

    Valsma, Haw, Johnson – The Cyberpunk Hideout

    A stark contrast to the monastery, this team built a neon-lit cyberpunk hideout, pulsating with the energy of a futuristic underworld. The space is filled with holographic billboards, rain-soaked streets, and flickering neon lights, bringing a vibrant yet ominous atmosphere to the scene.

    Lighting and Atmosphere

    Using Unreal Engine 5’s real-time reflections, the team created hyper-realistic lighting effects, where neon signs reflected dynamically on wet surfaces. They also integrated animated elements such as moving signs and steam vents to add a sense of motion and life to the environment.

    Deeb, Eggler, Heller, Quint – The Deserted Space Colony

    This team took players to a desolate space colony on a distant planet. The barren landscape, abandoned structures, and a massive looming planet in the sky create a truly immersive sci-fi setting. The environment is detailed with scattered remnants of past inhabitants, telling a silent story of what once was.

    Procedural Generation and Detail

    A key highlight of this project was the use of procedural generation for rock formations and terrain sculpting, making the alien world feel vast and natural. The team also paid meticulous attention to the hero assets, including derelict space rovers and worn-down habitats, adding depth to the world’s history.

    These student projects highlight the power of Unreal Engine 5 and the incredible talent within the DMVP program. Each team brought a distinct vision to life, mastering industry-standard tools and workflows to craft stunning, explorable environments. Whether a forgotten monastery, a neon cyberpunk world, or an abandoned space colony, these projects demonstrate the boundless possibilities of real-time world-building.

  • Bringing Motion to Life: Student Projects in Motion Capture

    Motion capture technology has revolutionized the way digital performances are created, blending the precision of real-world movement with the limitless possibilities of digital animation. In this course, students explored industry-standard techniques for full-body human performance capture, refining their skills in data processing and integration into character animation and game engine applications.

    Group Final Projects: Crafting Digital Performances

    As part of their final project, student teams had the choice to either build a library of motion capture data or create a short animated scene using their own captured performances. Each project involved a meticulous process, from initial planning and choreography to motion capture sessions, data refinement, and final animation integration.

    Behind the Scenes

    A key component of the group projects was the process documentation video. These videos showcased the workflow behind capturing motion data, from actor performances in mocap suits to the cleaning and retargeting of motion data for use in animation software and game engines. Through these process breakdowns, students demonstrated their technical expertise and creative problem-solving skills.

    Individual Motion Capture Demo Reels

    In addition to the group projects, each student produced an individual demo reel, highlighting their personal workflow and expertise in motion capture. These reels featured key stages of the process, including the in-studio capture session, data editing and cleanup, and a sample of the final polished animation.

    These demo reels serve as a showcase of the students’ technical skills and understanding of motion data application, providing valuable portfolio pieces for careers in animation, virtual production, and game development.

    Through both group and individual projects, students gained hands-on experience with professional motion capture pipelines, developing the ability to translate human performances into compelling digital animations. This class not only sharpened their technical skills but also reinforced the importance of storytelling, precision, and collaboration in the world of motion capture.

  • Beyond the Basics: Exploring Advanced Motion Capture Techniques

    Advancements in motion capture technology have enabled animators and game developers to achieve unprecedented levels of realism in digital performances. In this advanced motion capture course, students expanded their knowledge of full-body and facial performance capture, refining data for use in character animation and real-time applications.

    Facial Performance Capture: Bringing Characters to Life

    One of the key assignments in this course focused on cleaning up facial performance capture data. Students worked with raw facial motion data, aligning it with video reference and audio to create lifelike character expressions and dialogue animation.

    Data Cleanup and Processing

    Students tackled common issues such as jitter, misalignment, and noise in the raw data, using Unreal Engine’s built-in tools to refine the facial animations. By the end of the process, they had transformed the raw capture into a polished, expressive performance ready for animation pipelines.

    Full-Body Motion Capture: Refining Dynamic Movements

    Beyond facial expressions, full-body motion capture plays a critical role in character animation. Students engaged in cleaning up motion data from full-body performances, addressing errors in raw recordings to improve accuracy and fluidity.

    Fixing and Enhancing Raw Data

    Using tools like Shogun and MotionBuilder, students identified and corrected common motion capture issues, such as occlusions, incorrect joint rotations, and data gaps. Through this process, they learned how to refine performance data for seamless integration into animation workflows.

    Group Final Project: A Showcase of Motion Capture Mastery

    To culminate their learning experience, students collaborated on a polished demo reel showcasing the full motion capture pipeline. This 45-90 second project highlighted various aspects of their work, from system setup and performance capture to data cleanup, retargeting, and final character animation.

    This final project not only demonstrated technical skills but also encouraged creative storytelling and presentation. By following professional industry standards, students produced engaging and dynamic motion capture sequences that mirror real-world applications.

    Through these projects, students gained hands-on experience with high-end motion capture technology, mastering the art of refining raw performance data into fluid, expressive animations. Whether through facial capture, full-body movement, or the complete mocap pipeline, their work highlights the evolving capabilities of motion capture in animation and game development.

  • Crafting Digital Cinema: Unreal Engine Filmmaking in Action

    The rise of real-time graphics engines has transformed the landscape of digital filmmaking, enabling creators to produce high-quality animated content with cinematic precision. In this course, students learned to harness Unreal Engine’s powerful tools for virtual production, developing skills in set creation, lighting, camera movement, digital character animation, and final rendering. Their work culminated in a series of projects that explore the full potential of real-time filmmaking.

    Moving Camera Shoot: Capturing Dynamic Motion

    The ability to create smooth, cinematic camera movement is fundamental in virtual filmmaking. Students applied their knowledge of camera setup and motion techniques to produce short animated scenes with moving cameras, capturing the energy and immersion of real-world cinematography.

    Project Highlights

    Each student’s moving camera scene showcased their ability to compose shots, choreograph motion, and integrate real-time lighting techniques to enhance visual storytelling. These short clips demonstrate how Unreal Engine can be used to replicate cinematic realism in digital productions.

    Metahuman Creation: Crafting Digital Avatars

    A crucial component of modern virtual production is the ability to generate lifelike digital humans. Using Epic Games’ Metahuman Creator, students crafted realistic avatars of themselves, refining facial features, hairstyles, and expressions to create personalized digital doubles.

    Bringing Digital Characters to Life

    Students explored the animation capabilities of their Metahumans by applying idle animations and capturing short performances. This exercise allowed them to experiment with digital acting and understand how facial expressions contribute to immersive storytelling in virtual production.

    Final Project: Short Film Production

    Bringing together all the techniques learned throughout the course, students embarked on their capstone projects: fully realized short films created within Unreal Engine. These 30-60 second character-driven narratives highlight their ability to build immersive worlds, animate performances, and compose cinematic sequences using real-time rendering tools.

    From previsualization to final rendering, each project demonstrates the storytelling power of virtual filmmaking. Whether used for animated shorts or as a tool for preproduction planning, these projects exemplify how Unreal Engine is revolutionizing the future of digital filmmaking.

    With their newfound expertise in Unreal Engine’s virtual production capabilities, students in this course have created compelling, visually stunning projects that push the boundaries of real-time filmmaking. Their work showcases the intersection of technology and creativity, proving that the future of cinematic storytelling is increasingly digital and immersive.

  • Virtual Experiences, Real Impact: Students Explore Fashion’s Digital Future

    The intersection of immersive media and brand strategy is shaping the future of fashion and merchandising. In this multi-discipline course, students from Design and Merchandising collaborated with Digital Media students to explore innovative digital solutions for the business of fashion. By leveraging immersive media in both virtual and real spaces, students developed forward-thinking strategies to enhance brand engagement and redefine consumer experiences.

    Group Presentations: Innovating Fashion Through Immersive Media

    As part of their final projects, student groups researched digital experiences within and beyond the fashion industry, conducted SWOT analyses, and proposed immersive media solutions tailored to contemporary brand challenges. Each group identified opportunities for businesses to integrate digital innovation into their marketing and merchandising efforts, resulting in presentations that showcased creative and strategic applications of technology.

    Exploring Digital Brand Engagement

    Students analyzed the evolving fashion landscape and developed immersive solutions aimed at increasing brand awareness and consumer interaction. Whether through virtual showrooms, interactive installations, or gamified brand experiences, these projects demonstrated how digital tools can transform traditional merchandising approaches.

    Project Highlights: Merging Technology and Fashion

    Each group brought a unique perspective to their project, focusing on sustainability, consumer education, and interactive experiences. Some notable projects include:

    • The Big Favorite: A gamified brand experience centered around circular economy education, engaging consumers with interactive storytelling.
    • Ecoalf Exhibition: A digital brand awareness campaign utilizing immersive media to highlight sustainability initiatives and ethical production practices.

    Impact on the Future of Fashion

    These projects illustrate the power of immersive media in reimagining consumer experiences. By combining technology with strategic brand storytelling, students showcased how digital innovation can drive deeper connections between brands and their audiences, setting the stage for the future of fashion merchandising.

    As the fashion industry continues to evolve, the integration of immersive media offers endless possibilities for brands to engage with consumers in new and meaningful ways. Through this course, students have demonstrated that technology is not just a tool but a transformative force in the world of fashion and retail.

  • Foundations of Immersive Media: Exploring VR and AR Creation

    Building a strong foundation in image acquisition, lighting, and processing techniques is essential for creating immersive media content. In this course, underclassmen developed their technical and creative skills in digital imaging, VR, and AR production. Through hands-on projects, students explored the principles of 360-degree visualization, photogrammetry, and stereo VR compositing, each contributing to their understanding of immersive content creation.

    360-Degree Visualization: Abstract Loops in Virtual Space

    Students were tasked with creating looping abstract visualizations designed for 360-degree environments. Using Maya and MASH, they developed animations that could be experienced in VR headsets or fulldome planetariums, pushing the boundaries of digital artistry in immersive spaces.

    Immersive Motion and Form

    The challenge of this project lay in designing movement and composition that remained visually engaging from every angle. Students explored dynamic animation techniques, fluid motion, and vibrant color schemes to create captivating experiences within virtual spaces.

    Artifact Photogrammetry: Capturing History in 3D

    Through a collaboration with the Drexel Founding Collection, students learned photogrammetry techniques to digitize historic artifacts. By capturing multiple images from various angles and processing them into 3D models, they created detailed digital representations optimized for real-time rendering in XR environments.

    Blending Tradition and Technology

    This project bridged the gap between historical preservation and modern visualization. Students not only refined their technical photogrammetry skills but also gained insight into the cultural significance of the artifacts they worked with, enhancing their storytelling abilities through digital mediums.

    Stereo VR Composite: Creating Immersive VFX Shots

    For their final project, student pairs collaborated to direct and produce a stereoscopic 360-degree VFX shot. Utilizing the cyclorama green screen, they integrated live-action footage with digitally created environments, resulting in fully immersive short films.

    Storytelling in Virtual Reality

    Students experimented with depth, perspective, and interaction in virtual space, learning how to blend practical and digital elements seamlessly. This project served as a culmination of their foundational skills, preparing them for more advanced immersive media production.

    By mastering these foundational techniques, students have taken their first steps into the world of immersive media. From abstract VR visuals to digital preservation of artifacts and dynamic 360-degree storytelling, these projects showcase their growing expertise and creativity in the expanding field of virtual and augmented reality.

  • From Concept to Reality: Advanced 3D Scene Construction in Unreal Engine

    Advancing beyond foundational 3D modeling techniques, students in this course explored high-detail scene construction, refining their ability to create immersive virtual environments. Through a combination of individual and collaborative assignments, they developed highly detailed models, optimized textures, and realistic lighting to bring their digital worlds to life in real-time applications.

    Team Projects: Crafting Immersive Workshops

    Working in teams, students selected historical or contemporary workshop themes and constructed detailed digital environments. Each group developed a mood board to guide their artistic vision, curating a selection of reference images that shaped their final designs.

    Collaboration in Asset Creation

    Each team member contributed to the creation of hero objects, furniture, and decorative items, ensuring that every element within the scene was designed with precision and care. By distributing responsibilities, teams achieved cohesive, well-realized spaces that reflected their chosen time periods and artistic direction.

    Individual Responsibilities: Bringing Scenes to Life

    Beyond teamwork, each student played a critical role in designing a specific area within the workshop. They began by drafting detailed digital overhead floor plans, meticulously planning layouts to ensure spatial accuracy. These plans incorporated essential architectural elements such as windows, doors, and structural components.

    Concept Development and Scene Construction

    To refine their vision, students created concept sketches of their environments, exploring object placement, composition, and camera angles. These sketches informed the development of fully surfaced and lit 3D scenes, where every texture and material was optimized for real-time visualization in Unreal Engine.

    Final Rendering: Real-Time Visualization in Unreal Engine

    With all assets in place, students integrated their models into Unreal Engine, applying advanced lighting and rendering techniques to enhance realism. Through real-time visualization, they showcased their ability to balance high-detail models with optimized performance, meeting the technical demands of game development workflows.

    By the end of the course, students had assembled a portfolio of high-quality 3D scenes, demonstrating their expertise in modeling, texturing, and lighting. These projects not only reflect their artistic growth but also serve as professional assets for future co-op and career opportunities in game development and immersive media.

  • SIGGRAPH 2026 Conference Chair Chris Redmann

    ACM SIGGRAPH has announced Chris Redmann as the SIGGRAPH 2026 Conference Chair. As a familiar face across SIGGRAPH conferences, Redmann brings extensive experience having chaired several programs and contributed his own work over the years. His appointment marks another milestone in a journey of leadership within the computer graphics community.

    An Experienced Voice in the SIGGRAPH Community

    Redmann’s voice is well-known to the SIGGRAPH community through his hosting of multiple episodes of SIGGRAPH Spotlight, including discussions on multiperson immersive experiences and building the open metaverse. His expertise extends beyond hosting – as SIGGRAPH 2020 Immersive Pavilion Chair and General Submissions Chair for both SIGGRAPH 2021 and 2022, he has played a crucial role in curating some of the conference’s most innovative programming.

    A Track Record of Innovation

    Throughout his tenure with SIGGRAPH, Redmann has contributed to groundbreaking initiatives across various domains. His program highlights include pioneering work in virtual production, specifically addressing challenges like standardizing color on LED walls, and innovative projects such as ESPN’s immersive VR batting cage. He has also championed important historical and environmental projects, including a VR experience focused on environmental awareness and a detailed exploration of the Tulsa Race Massacre.

    SIGGRAPH 2026 will mark the conference’s return to Los Angeles, taking place from July 19-23, 2026. Before then, the SIGGRAPH community can look forward to SIGGRAPH 2024 in Denver under Conference Chair Andres Burbano (July 28-August 1) and SIGGRAPH 2025 in Vancouver led by Ginger Alford (August 10-14).

    For more information about SIGGRAPH conferences and opportunities to get involved, visit siggraph.org.