University Libraries offers Hokies a chance to experiment and innovate with the latest emerging technologies in its studios, including a state-of-the-art volumetric capture system to create immersive 3D content. With this system, users can generate detailed 3D representations of objects or people in real time, creating new possibilities for research, education, and creative projects. 

The volumetric capture setup employs multiple cameras to simultaneously record a subject from various angles. Sophisticated software then processes this data to reconstruct highly detailed 3D models or volumetric videos. These lifelike digital assets can be used in a wide range of applications, from virtual reality experiences to interactive educational materials.

A new tool for creativity and innovation

The volumetric capture system can be a game-changer for various disciplines, including digital media, engineering, education, and the arts. By offering the ability to create real-time 3D renderings, it opens up new possibilities for research, teaching, and creative projects. 

Students and faculty can use the system to develop interactive simulations, enhance virtual reality (VR) and augmented reality (AR) applications, and push the boundaries of digital storytelling. 

“The volumetric capture system is commonly used in various fields such as entertainment, sports analysis, and in VR,” said Sarah Tucker, program coordinator for Applied Research in Immersive Experiences and Simulations. 

Research and scholarship potential

The volumetric capture system is available to Hokies in all disciplines for research and scholarship:

  • Biomechanics: Detailed analysis of human movement for sports and rehabilitation
  • Medicine: Surgical planning and medical education with accurate 3D anatomical models
  • Entertainment: Development of immersive experiences in gaming and VR/AR
  • Education: Enhancing learning through virtual simulations and labs
  • Sports science: Analyzing athlete performance and training techniques
  • Art and cultural heritage: Digitizing and preserving cultural assets

Experimenting with a star athlete

Elizabeth Kitley is seen through the technology.
Former women's basketball player Elizabeth Kitley explored the system's potential. Photo by Chase Parker for Virginia Tech.

In 2023, the Athletics Department explored the volumetric capture system’s potential. Elizabeth Kitley, a three-time ACC Women’s Basketball Player of the Year, was the first athlete to experiment with the technology.

“Former Virginia Tech women’s basketball Director of Operations Tim Clark reached out to us to partner in creating innovative marketing materials. He brought Kitley along with him to look at the potential of this technology. The initial focus was on fan engagement, using augmented reality to add an immersive element to print material, such as posters,” said Todd Ogle, ARIES' executive director. 

In the future, Ogle plans to use the same technology, combined with motion capture, to create high-fidelity digital twins of players for training, simulations, and promotional material. 

System enhancements

During the summer of 2024, the Virtual Environment Studio enhanced its volumetric capture system through a generous gift from Electronic Arts Inc. This contribution was made through EA’s Partnerships for Academia | Innovation | Research program, which is building an ecosystem with academia and institutions globally for inspiration and synergy. 

“The new cameras allow the system to capture higher quality images and by extension, volumetric clouds, particularly in relation to color accuracy,” said Jonathan Bradley, assistant director of learning environments and innovative technologies at University Libraries. 

The new equipment also will simplify the syncing process between the cameras to make the overall setup easier and simpler, so Virginia Tech students, faculty, and staff can explore its capabilities and integrate it into teaching, learning, and research activities.

 

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