Author Archive

InstantReality @ SIGGRAPH 2015

Monday, August 10th, 2015

Greetings from Los Angeles. Meet the team behind Instant Reality at the SIGGRAPH 2015 exhibition floor. We’re located at the Web3D consortiums booth #1018. We’ll show you the latest release 2.5.1 and our new service oriented architecture Instant3DHub, which fosters web-based rendering beyond your browsers capabilities.


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Instant Reality 2.5.1: The Web3D 20th Anniversary Release

Friday, June 12th, 2015

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With the 20th anniversary of Web3D we’re happy to announce that a fresh release is here: Instant Reality 2.5.1.

This release features a new component called the Mesh Optimization and Processing Service (MOPS) which we will present at Web3D 2015 on Friday in the very first paper session. Instant Reality 2.5.0 introduced a new feature called instant3Dhub, and we’re excited to share our upcoming architectural plans with you in the following paper session on Friday. You can see additional details in the Changelog.

Get the new builds here:
http://www.instantreality.org/downloads/

If you are interested in other platforms, feel free to browse the Dailybuild archives:
http://www.instantreality.org/downloads/dailybuild/

InstantReality.org stable again

Thursday, May 28th, 2015

Dear all, we finished our webserver migration and have resolved the stability issues. The site should function as usual.

Current stability issues of instantreality.org

Tuesday, May 19th, 2015

As you may have noticed, our webpage is currently experience heavy stability issues. We are aware of the problem and in the process of migrating to a new system to prevent further interruptions of the service.

Instant Reality 2.5.0 released

Friday, April 3rd, 2015

We’ve got a new incremental release out today: Instant Reality 2.5.0.

This release features a major overhaul of things that are mainly under the hood on both Windows and Mac OS X. We have also added two new platforms which we support directly: RedHat 6.5 and Suse Linux Enterprise 11.3. If you’re a Mac user, you will notice that the new version is a lot slimmer than it used to be, because we have dropped support for PowerPC. This means greater compatibility for new hardware and libraries in the release and for future additions. On Windows, developers who are adding InstantIO nodes can now switch to more modern development tools. Please see the Changelog for additional details.

If you are interested in other platforms, feel free to browse the Dailybuild archives:
http://www.instantreality.org/downloads/dailybuild/

Get the new builds here:
http://www.instantreality.org/downloads/

InstantReality and X3DOM at Web3D 2014 and SIGGRAPH 2014

Thursday, July 31st, 2014

One week until Web3D 2014 and SIGGRAPH 2014 in Vancouver! Meet the X3DOM and InstantReality team at both conferences and on the exhibition floor in the Web3D Consortium booth #1045, where we will present the latest features of X3DOM 1.6.1 and InstantReality 2.4.0. This year brings a major step toward a service oriented architecture for web-based applications, both rendered on a client or streamed from a server from different back-ends, and we’re thrilled to show you all of it.

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InstantReality 2.4.0 released

Thursday, July 31st, 2014

We’re excited to bring you the latest release of InstantReality: version 2.4.0. This release features Ubuntu 14 as a new platform, retiring Ubuntu 10. The primary lineup of builds is also now concentrated on 64bit architectures exclusively, but you can always find additional releases in the Dailybuild section. InstantReality 2.4.0 comes with several important bug fixes, new loaders for formats such as PLMXML, improvements for our converter tool aopt, as well as new nodes which we will present at Web3D 2014 in Vancouver.

You can start righ now:
http://www.instantreality.org/downloads/

New releases for Windows

Wednesday, January 22nd, 2014

We are currently planning to update our primary builds. Next to the new Ubuntu LTS release we have two Windows builds and one machine for Mac OS X, which are in need of a general overhaul. A first casualty will be the Universal binaries on OS X: the new build machine will only build for Intel architectures.

Another issue at hand is the binary compatibility of our new builds on Windows with existing plugins for Instant Reality written on Windows. So far we have compiled everything using Microsoft Visual Studio 2008. We currently have an open debate internally whether to move to Visual Studio 2012 or 2013 directly and invite you to pitch in: please send us an eMail or join us in the forums if you are developing or plan to develop for the Instant Reality platform, whether it’d be InstantIO hardware plugins or X3D node pools, and tell us which tools you use on Windows. Thanks!

Car assembly simulation with haptic feedback from DLR

Friday, September 13th, 2013

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Interactive VR simulations consist of visual and haptic feedback. The haptic signals are displayed to a human operator through a haptic device at a rate of 1kHz. The research of the DLR institute of robotics and mechatronics on this project comprises design and control of light-weight robots for haptic interaction, as well as volume based haptic rendering. Typical applications are assembly simulations, training of mechanics, and skill transfer.

You can visit the project website here.

Connecting X3DOM with InstantIO

Wednesday, September 11th, 2013

Back in June we’ve presented a prototype of a new RESTful interface to exchange graphics based data values across networks at Web3D 2013. This interface can be used to query data from a running application, modify or use it to display something. Said prototype is implemented inside InstantIO, the hardware component of Instant Reality which supports more than 40 devices. For the first time now, you’re able to query hardware information from InstantIO through Javascript from a browser. We’ve set up a tutorial on how to connect a Oculus Rift HMD to an X3DOM application: X3DOM renders a scene as distorted stereo image but connects via REST API to a local InstantIO server, opens a WebSocket connection on the orientation field of the Oculus and uses the incoming data to rotate the view!

You can do this of course with arbitrary hardware (think of the LEAP support or the Kinect), but please bear in mind that this is only a preview at the moment.

You can find the tutorial here. Enjoy!