SL Green Realty Corp. is NYC’s largest office landlord. Its most recent project, One Vanderbilt Avenue, is a 58-storey, 1.7 million-ft2 mega tower currently under construction across Grand Central Terminal. Given the stiff competition for commercial tenants in the city, our customer needed persuasive marketing collaterals to maximize occupancy quickly.
At its investor conference in December, SL Green Realty Corp. gave investors a preview of the type of bold marketing tactics it had in mind: A real-as-life virtual visit of the lobby and interior spaces – complete with the jaw-dropping 1,401-foot views.
Investors were so impressed by the immersive VR environment that SL Green immediately gave us the full mandate and control of the project. The full virtual experience, once completed, will be a game-changer in how office buildings are marketed.
The Charlotte project is a 200 units residential condominium development situated in Montreal’s Griffintown district.
The client wanted to give potential buyers a unique experience to accelerate sales in a competitive landscape.
Thanks to the non-linear virtual experience achieved with CANVAS, buyers can move around the space freely and interact with their surroundings as if they were really there. They can select any apartment model, configure their kitchen and bathroom to their tastes and appreciate the views from their future windows or balcony. Even before finishing their visit, buyers receive a PDF file with all their configurations.
The environment’s 1-to-1 scale and high-resolution 3D rendering of the project is both incredibly life-like and seductive.
NVIDIA leveraged the power of CANVAS to wow the 3,000+ person crowd at its CES keynote. For the duration of the hour-long keynote presentation, CANVAS powered a slate of dynamic images, videos, and animations shown across a curved screen the size of a football field – immersing the audience with nearly 2 billion pixels per second of photoreal content.
Lodha Group is one of the largest real estate builders and developers in Mumbai. The client wanted an interactive sales experience to seduce potential buyers for World One, which, once built, will become the world’s tallest luxury residential tower.
Emotion often plays a decisive role in residential real estate. But seducing buyers with mere pictures and plans is a challenge for developers. Our team helped Lodha Group overcome this barrier with a custom-built circular sales center that takes potential buyers on immersive visits so realistic, they feel they are already living in the completed and fully decorated building. Even better, our mixed reality sales center cost less than a conventional sales center.
To achieve this impressive feat, we put our CANVAS interactive media server and game engine technology to work. The result is a fully immersive experience worlds beyond a simple video projection. Buyers can explore the tower in vivid detail, both inside and out, as if it were already built – without the need for isolating VR goggles.
When they walk into the living room, they can change the channel on the TV broadcasting live programming. When they look out the window, the view of the city is exactly what they will see once the unit is built. When visitors step into the bathroom, they see themselves in the mirror. Achieving a level of realism and dynamism that provides the full experience of living in the tower makes for a highly personal – and convincing – visit.
The 21,000-seat-plus Bell Centre, home to the Montreal Canadiens NHL hockey team, is famous for its dazzling high-tech pre-game shows. But projecting onto the rough ice surface was causing serious image blurring. Set-up times were also a major headache for the multipurpose arena, which frequently squeezes major events such as concerts in between hockey games. Loud rock shows kept vibrating the projector lenses out of alignment.
At the heart of Bell Centre’s new projection & entertainment system is CANVAS running on two servers. The servers are genlocked for frame-accurate synchronization, and each drives six projectors. CANVAS enables up to 16 HD projections onto any kind of surface, and rendering images on ice nearly as sharp as those on regular surfaces.
The impact was immediately groundbreaking. Hockey pre-game shows are rarely televised due to the poor image quality of ice projections. After seeing CANVAS’ impeccably clear imagery, the Bell Centre decided to broadcast the pre-game show live on national TV.
CANVAS also created a new pipeline that eliminated most of the cumbersome AV tools that traditionally sit between the image feed and the projector. Now the team uses our GPU-oriented solution to complete image processing (warp, blend, color correction and pixel mapping) directly at the source.
What’s more, CANVAS cut projector calibration time from 3-6 hours down to just 15 minutes. CANVAS only requires projectors to be placed more or less symmetrically to calibrate the system.
Wanting to keep pace with the NHL trend for dazzling fans with thrilling pre-game and intermission shows, the Vancouver Canucks approached our team for ideas. We decided to show the franchise just how far it could take immersive on-ice projections with our CANVAS interactive media server.
The result? The Canucks now have a CANVAS installation and their own in-house content production team is effortlessly creating interactive content that’s electrifying crowds and attracting sponsors.
To help the Canucks kick off their 2016-2017 season opener, our content design team used CANVAS and the UE4 engine to create “The Countdown,” a custom-built on-ice pre-game show that had the 18,000+ crowd jumping out of their seats.
To demonstrate CANVAS’ real-time tracking capabilities to the Canucks’ content production team, we tracked the Zamboni as it cleaned the ice between periods. As the vehicle worked its way across the rink, it broke through the 3D ice to reveal an ice-chilled bottle of beer. We also showed off CANVAS’ interactive prowess by testing a live pinball-type game on the ice, by projecting a trailer for Epic Games’ new multiplayer game, Paragon, and by playing games from the UE4 store directly on the ice without any modifications. These showcases proved to the Canucks’ content team that CANVAS could play virtually any game on ice, right out of the box.
To showcase the advanced immersive capabilities of its PhysX software development kit, which pushes the technical limits of VR by allowing objects in a VR environment to behave and react in realistic way, graphics-processor maker NVIDIA asked our team for help in creating a Carnival-style game with amazing graphics and precise haptics.
To help NVIDIA demonstrate some of the future possibilities of the PhysX platform, our team created a mixed reality scenario in which a player wearing a VR headset is filmed, cut out, and placed in the real-time game environment. Using a green screen, Unreal Engine 4, and the HTC Vive, we were able to add this new dimension of reality to the virtual world.
The Toronto Raptors have gained a lot of traction and grown their fan-based in recent years with their “We the North” campaign. For their 20th anniversary in 2014 at the Air Canada Centre, they wanted to translate this momentum into an exciting pre-game show featuring archival video footage and 3D visuals.
Working with visual content producers 4U2C, our CANVAS projection software was the perfect fit. Using GPU-based real-time image processing and projection mapping, we were able to warp and blend 12 overlapping projectors (12 x HD). Each set of 6 projectors mapped in 6K onto the court, creating super sharp images and a strong emotional impact among fans.
In most virtual spaces, a video screen forms a separation between our physical environment and the virtual space it displays. Our immersive art installation, commissioned by New York’s Experimental Media and Performing Arts Center, redefines the concepts of presence, representation, and identity – bringing these two realities closer together in a third, intermediate space.
For They Watch, our team put our years of R&D in our proprietary CANVAS interactive media server and game engine technology into creating a 360° immersive environment in which the observer becomes the observed.
As visitors explore the immersive installation, their movements are tracked by a virtual camera, activating two virtual characters who appear in several duplicates on the 15-meter-wide panoramic screen. The virtual characters surround the visitors, following, approaching and retreating in an entirely spontaneous and unscripted manner in response to the visitors’ behaviour. The installation’s visual and sonic compositions are uniquely influenced by the visit, creating a hybrid space where the co-dependent physical and simulated spaces blur the lines between real and imagined.
For the grand reopening of its $67 million redesign and expansion in 2011, NYC’s MOMI was seeking artists and creative collaborators to exhibit work to mark the big occasion. Our team was commissioned to develop the main piece of the museum’s Real Virtuality exhibition.
As its name suggests, Realtime Unreal addresses the notion of what is “real” and what is “unreal”.
Imagine walking into the freshly redesigned MOMI. In the center of a large, empty room hangs a massive two-sided screen presenting double stereoscopic images of the museum’s architecture. As you move in front of and around the screen, the projected abstractions of the building dynamically reconfigure. Needing to understand your surroundings, your mind attempts to bridge the gap between what your eyes perceive and what you believe is unreal. Meanwhile your unscripted choreography is being watched by other museum goers as they await their turn to explore this vertigo-provoking hybrid physical and digital realm.
IMMERSIVE provided the unique real time, game engine and position tracking technologies and technical support to realize the project, which was visited by over 100,000 people in the first two weeks of opening. The project was also later adapted for an exhibit at the Musée d’art contemporain in Montreal, receiving wide acclaim from local media.