GDC is part of the Informa Tech Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of GDC sessions by pass type, track, format, and more! With Session Scheduler, create an account to build your own GDC schedule and access it anywhere, including on the GDC app, once live.

If you've registered for GDC, you can use the same login credentials. Adding a session to your schedule does not guarantee you a seat. Sessions do fill up, so please arrive early to sessions that you would like to attend.

Sculpting and Simulations with 6DoF Controllers

David Farrell  (Software Engineer, Oculus)

Location: Room 202, South Hall

Date: Tuesday, March 19

Time: 11:20 am - 12:20 pm

Pass Type: All Access, VRDC Add On - Get your pass now!

Topic: Entertainment VR/AR

Format: Session

Vault Recording: Video

Audience Level: Advanced

Twist, grab, and stretch meshes using 6DoF input and simulations. This talk discusses how 6DoF controllers can deform meshes and direct physical simulations based on Kelvinlets, which efficiently model an elastic material. Using Oculus Medium's Move Tool as a case study, the talk explores how Kelvinlets combined with 6DoF controllers add an element of physicality to sculpting interactions that feels stretchy, weighty, and realistic. These techniques are useful for games, creation tools, and other applications that crave mesh manipulation.


Attendees walk away with a better understanding of how a 6DoF controller can represent an affine transformation, how that can be decomposed into translation, rotation, and scale parts, and how those parts can be represented as a vector field. They'll also learn how to generate vector fields using Kelvinlets to create a volume-preserving simulation of an elastic material. Additionally, they'll learn performance tips and tricks for using these techniques in their own VR applications and games.

Intended Audience

This talk is for VR software developers with an interest in using 6DoF controllers and physical simulations to interact with meshes. Experience in 3D graphics is recommended.