Real virtuality
Immersive platform
Project info
Start date:
April 2015

End date:
April 2018



The objective of this project is to develop a multi-user immersive platform combining a 3D environment - which can be seen and heard through a virtual reality (VR) headset - with a real life stage set. Users are tracked by a motion capture system allowing them to see their own bodies, move physically in the virtual environment and interact with physical objects.

The solution developed tackles the following technical challenges: 1) we generate a full body animation using inverse kinematics from a minimal number of markers to keep the user's setup time as short as possible, while ensuring a good tracking accuracy; 2) the platform is multi-user and the VR headset interfaces wirelessly with the motion capture system; 3) the interaction with the objects is flawless and retargeted correctly; 4) the position and orientation of the user's head is adequately handled to minimize latency (which would result in possible discomfort with the VR headset) and to maximize positioning accuracy.

This platform can be used in numerous applications, such as for virtual visits (e.g., long lost historical sites, architectural places, telepresence), entertainment (e.g., games, theme-park attractions, story-telling experiences) or medical projects (e.g., phobia treatment, rehabilitation). Our solution offers a "matrix-like" degree of immersion over a large area, up to hundreds of square meters.

Download the white paper here.

This platform is commercialized by Dreamscape Immersive. More information here.
Development of the VR platform

With the collaboration of Kenzan SA (scenography and 3D modeling of the Egyptian tomb for the demo Walking through a Pharaoh's tomb) and Cie Gilles Jobin (choreography and dancing for the demo A ballet from the inside)
Related publications
Chagué S, Charbonnier C. Real Virtuality: A Multi-User Immersive Platform Connecting Real and Virtual Worlds, VRIC 2016 Virtual Reality International Conference - Laval Virtual, Laval, France, ACM New York, NY, USA, March 2016.

Chagué S, Charbonnier C. Digital Cloning for an Increased Feeling of Presence in Collaborative Virtual Reality Environments, Proc. of 6th Int. Conf. on 3D Body Scanning Technologies, Lugano, Switzerland, October 2015.