Photogrammetry in VR - part 3 of 3

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Juang3d Jun 10, 2016 @ 1:39pm 
How can I get access to SteamVR demos code/assets ?
cjwidd May 29, 2016 @ 11:26pm 
Is there any plan to release the shader you described?
alpier Feb 21, 2016 @ 9:01am 
<3 :headcrab:
Raymond Day Jan 11, 2016 @ 12:36pm 
Part 3, eyyy?
vrvidio Oct 4, 2015 @ 3:36pm 
Hey there!

Your photogrammetry work is amazing on the Vive. I was wondering - have you released, or are you intending to release, the assets for these demos?

Amplify Creations Sep 24, 2015 @ 5:34am 
Awesome, very happy to see Amplify Texture 2 for Unity mentioned in the article. We would be happy to respond to any inquiries directly via

Novamonk Sep 22, 2015 @ 8:40am 
Thanks for the post. Interesting subject with lots of potential.

On a educational front, going to virtual museums, or going to a archaeological dig site will be a great way to see more of the world. Also useful for hands on tutorials. Someone could scan in the different components of a device or car engine, and have an in depth walkthrough of how to fix your problem.

I'm fascinated to see what people will end up scanning. Inaccessible places, disappearing locations, the mundane, the fantastic - all can be visited from the comfort of your own VR headset!

Currently I'm playing around with Momento and Blender to try and recreate the house that my Grandfather grew up in. A fire gutted it 15 years ago, but Photogrammetry combined with old photos is helping with this project.

tilde[ngchimp] Sep 22, 2015 @ 6:46am 
I can't wait to see what you all are doing with this technology for the Vive!
Lethrblaka Sep 22, 2015 @ 3:16am 
Thank you for this article! It was really interesting to know what the behind-the-scenes looked like! :skyesmile:
ggodin Sep 21, 2015 @ 11:38pm 
I looked in SteamVR Demos > Valve Demo Room but the source assets aren't in there. Would it be possible to provide the model (.FBX or .OBJ) and textures?

Thanks a ton!