Deform meshes in Virtual Reality with libigl using Unity - A VR editor for libigl
See the Gallery & Showcase for visual summary.
.. toctree:: :maxdepth: 2 :caption: Contents: :numbered:
self docs/user-guide/index docs/developer-guide/index Assets/index Interface/index docs/report/index
- See whole :ref:
genindex
See the Gallery for visual examples.
- Run As-Rigid-As-Possible
igl::arap
or a biharmonic defomationigl::harmonic
on a mesh and manipulate it in real-time with the VR controllers - Select vertices and transform them using VR controllers
- Threaded geometry code, can handle armadillo with responsive VR
- Multiple selections per mesh (using bitmasks)
- Multi-mesh editing possible, easily swap out the mesh
- Easy import process of new models
- Easy UI generation (using prefabs and C#)
Compatible VR Headsets: Theoretically everything compatible with the Unity XR Plugin system and XR Interaction Toolkit. Tested on Oculus Rift S, likely to be compatible are Oculus Rift, Oculus Quest, Valve Index.
- Unity/libigl interface for meshes
- Unity C#/C++ interface
- Handling of input with threaded geometry calls