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CASE
FGR CASAS

SOLUTION

APPLICATION

Virtual Reality
CLIENT

FGR Incorporações
YEAR

2021
DEVICE

Meta Quest 2

VIRTUAL STRATEGY AND RELEVANCE

Viewing options and customization

The virtual strategy for the development of the Virtual Reality (VR) application for FGR Incorporações was created with the aim of presenting its latest product in an innovative way - a complete solution where the customer could select their land lot and choose, among a variety of projects, the most adequate option for her lifestyle and personal taste. At the end, the client would receive the land with the house already built on it.

FGR, one of the largest real estate developers of the Brazilian Midwest, intended to surprise its customers with a more relevant experience than 3d illustrations and animations. These add value to the real estate project, but add little in terms of innovation. The company also wanted to bring the element of novelty that would open up new possibilities for marketing actions.

We came to the conclusion that the best solution would be to develop a VR application that allowed the customer to explore the project in a personalized way. Unlike 360° tours, where the environment is static and non-interactive, in this application customers could interact with the virtual environment. It would be possible to customize the housing options, test finish variations and observe details up close in real time.

We came to the conclusion that the best solution would be to develop a VR application that allowed the customer to explore the project in a personalized way. Unlike 360° tours, where the environment is static and non-interactive, in this application customers could interact with the virtual environment. It would be possible to customize the housing options, test finish variations, and observe details up close in real time.

TECHNICAL DEVELOPMENT

Modeling assets and programming actions

The first step in technical development is the 3D modeling of the assets that will be part of the application.

 

We first modeled the land and its surroundings: land lots, boundaries, streets, sidewalks and landscaping. Then, we moved on to the modeling of options for houses and townhouses, implanting them in the lots in accordance with the architectural project that would be executed. In this case, as the chosen device had a high graphic processing capacity, it was possible to develop a complex 3d model with a large number of polygons (highpoly).

Once the modeling step is over, we start programming the actions. We program the actions that will be performed within the application, such as interactive menus, user navigation, animations, among others, from the objectives outlined in the virtual strategy and relevance stage. In the case of this VR application for FGR, the programming was developed in the C++ language and in Blueprints - a programming language used in AAA graphical applications.

 

Navigation is intuitive through the Meta Quest 2 hand controls. Customization is done through an interactive menu with easy access by the user.​

DESIGN AND ART

Applying materials, lighting and audio

The design and art phase is when we program the shaders (real-time behavior of materials), choose materials, test lighting types and introduce audio elements. This phase is sensitive for the application because, for the immersion experience to be successful, elements realism (polishing, porosity, anisotropy, reflections, etc.) and data processing speed are required. This ensures that movements within the virtual space happen instantly, just like in the real world.

As already mentioned, the application was being developed for the Meta Quest 2 VR device with the addition of a GPU. This gave us greater freedom in programming the shaders, with materials behaving more realistically, without compromising the frame per second (FPS) rate - responsible for the smoothness and fluidity of movement.

We programmed the position of the sun, the intensity of the light, and the volume of clouds to control the lighting in the virtual environment. The goal was to use light to create a pleasant and pleasurable sensation, in addition to increasing the realism of the experience and increasing the fascination for the product.

Finally, we used gamification tools to create an interactive menu that made the process of customization and space exploration more intuitive and fun.

THOROUGHNESS

Graphic improvement and programming refinement.

The last phase of our methodology is thoroughness. This is when we carefully analyze all the work already developed with the objective of optimizing the application, mapping possible problems and improving the programming to ensure the relevance of the final experience.

We reviewed the model to evaluate details that could be added to make the immersion more realistic. We refined user experience elements by making improvements to the interactive menu design and enhancing the space customization process. We also refined the shader programming for greater detail.

This thoroughness was aimed at creating a unique sensation of immersion, generating maximum comfort, both in the interactivity to explore the space - mimicking the actions of the real world - and in the sensations of realism that the immersion could provide.​

RESULTS

The objective of creating a virtual reality application that would allow users to experience living in an FGR real estate project was achieved.

The end result was an application where the user has a relevant and innovative buying experience, through an immersion that provides the feeling of being in their future home before it is constructed.

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