Utilization of VR-Technology in 3D-Modeling
Koivuranta, Joni; Salmela, Mikael (2022)
Koivuranta, Joni
Salmela, Mikael
2022
Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-2022121530292
https://urn.fi/URN:NBN:fi:amk-2022121530292
Tiivistelmä
As the Virtual Reality technology has taken massive steps, it became a relevant question whether the tech-
nology had progressed to the point where it could be used to assist or replace traditionally used software,
specifically in the 3D-modeling industry. Specifically, Gravity Sketch was chosen due to its popularity and
because the client, the Humber College, especially wanted to have the software to be investigated.
The research primarily focused on comparing current solutions for virtual reality modeling to traditional
modeling software to see the how differently they would perform when creating a similar object. Another
part of research was the interviews where two professionals of 3D graphics were interviewed and their
thoughts and answers were analyzed.
The findings suggest that even though technology has improved over some time, VR is not yet capable of
replacing traditional software in the 3D-modeling pipeline, however it could have uses in parts of the pro-
cess, such as early concepting or rough sketches. The collaborative features of Gravity Sketch especially
proved to be well accepted and showed potential among research participants. It is expected that VR soft-
ware will become more prevalent as it continues to advance and more industries adopt it, but VR is cur-
rently held back by issues with cost and ergonomics.
nology had progressed to the point where it could be used to assist or replace traditionally used software,
specifically in the 3D-modeling industry. Specifically, Gravity Sketch was chosen due to its popularity and
because the client, the Humber College, especially wanted to have the software to be investigated.
The research primarily focused on comparing current solutions for virtual reality modeling to traditional
modeling software to see the how differently they would perform when creating a similar object. Another
part of research was the interviews where two professionals of 3D graphics were interviewed and their
thoughts and answers were analyzed.
The findings suggest that even though technology has improved over some time, VR is not yet capable of
replacing traditional software in the 3D-modeling pipeline, however it could have uses in parts of the pro-
cess, such as early concepting or rough sketches. The collaborative features of Gravity Sketch especially
proved to be well accepted and showed potential among research participants. It is expected that VR soft-
ware will become more prevalent as it continues to advance and more industries adopt it, but VR is cur-
rently held back by issues with cost and ergonomics.