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The Abyss

Client: Atlantis Cyberspace
Developer: Atlantis Cyberspace
Platform: Unreal Engine 1 & 2, Quake 1 & 3
Release Date: 2003

The Abyss was a high-tech virtual reality entertainment system originally designed for theme parks and amusement arcades. It allowed users to experience their favorite PC video game in a fully immersive simulation with up to seven other players using 3-D stereoscopic head-mounted displays.

Due to its high complexity and price, the system was not a commercial success, but the technology was clearly ahead of its time.

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Immersive Group Simulation

A virtual reality platform for simulation and training of dismounted and motorized military ground troops using the America's Army game.


Client: Atlantis Cyberspace
Developer: Atlantis Cyberspace
Platform: Unreal Engine 2
Release Date: September 2004

The lacking commercial success of the Abyss as an entertainment system forced the company to search for other viable applications, and one such opportunity presented itself in military simulation and training, which was a well financed sector in the early to mid 2000’s.

Over the course of several years, the system was modified, upgraded and ruggedized to meet the requirements, and to become the Immersive Group Simulation (IGS).

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Pangbourne

Client: Undisclosed
Developer: Virtual Heroes
Platform: Unreal Engine 3
Release Date: February 2010

Pangbourne was the code name for a 3D virtual replica of indoor and outdoor facilities of an undisclosed client that was built from original building blueprints and site plans.

The main novelty of this project was the ability to navigate the virtual world with various 3D display technologies, including head-mounted displays, auto-stereoscopic monitors, shutter glasses, and anaglyph systems.

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CaveUT

Client: PublicVR
Developer: Virtual Heroes
Platform: Unreal Engine 2.5
Release Date: April 2009

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CaveUT is a collection of code classes to integrate CAVE displays and panoramic theaters into Unreal Engine 2.5 based games and simulators. The package was first developed in 2005 and has since been used in many academic and commercial projects all over the world.

In 2009 PublicVR asked us to fix a few issues present in their latest implementation, which has resulted in a complete redesign and rewrite of CaveUT. The project also included a rewrite of VrpnUT and a feasibility study of CaveUT for Unreal Engine 3.

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