The real estate industry is one of the biggest industry to be transformed by virtual reality in coming years. Many people within the industry are already commissioned the innovative technology in various ways–from digital staging to virtual showrooms–to turn the blank canvas of an empty apartment into something more.
VR in Real Estate allows potential homeowners to visualize life at the property, it’s different to look at flat drawings and flat renderings. The use of virtual reality will make the process even more seamless to the property buyers, it will save the time and efforts to visit the place.
We created a virtual reality for real estate demo for an interior project with photorealistic rendering of a villa using Gear VR/ iOS / Android. This was an opportunity to create the design of mobile-optimized villa on Samsung Gear VR. There are many other different virtual reality devices out in the market like: Oculus Rift, HTC Vive, Google cardboard and this virtual reality real estate experience can be optimized for any of these devices as well.
Virtual reality in real estate is the latest trend in the market which offers immersive experience for the user. We needed to render each object in the world twice which doubles the rendering complexity. Next was combining the meshes to improve the performance. However anything can’t be overdone, aggressive combining of meshes affects the performance boost given for occlusion culling.
Considering every single aspect, we created this VR experience of interior design to give our clients a real-feel.
Standard shaders seemed bit heavy on Gear VR as it’s a mobile device. We had to avoid transparent and reflective materials when we were running on Gear VR powered by Note4, however Note 5 was powerful enough to use those shader and better effects.
MSAA above 2x didn’t give visible improvements in the quality and it was degrading performance. There should be optimum balance between performance and quality which is only determined by profiling or testing.
On the mobile devices using real time lighting is not a good idea. Obviously we needed to go for light backing. Baking of 300 MB model was too much time consuming. We had to switch to external baking used mental ray to produce occlusion map per object. To give the final output, we combined lighting map involved directional light with Photoshop. Legacy light mapped shaders were used for each material. Result of entire process was not great. We again restarted standard Unity baking process to achieve light mapping with tweaking few options which was lengthening the baking process. Much optimised rendering was achieved after disabling final gathering phase.
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