分類彙整: 本月精選

VoxelKei 推出 Spatial Image Generator,拓展 Gaussian Splatting 在 VR 創作中的應用想像

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VoxelKei 近日正式推出全新網頁工具 Spatial Image Generator(空間圖像生成器),主打以更具空間感與藝術導向的方式,重新詮釋 3D Gaussian Splatting 影像的呈現形式,並為其在 VR 與 XR 創作流程中的應用提供新的可能性。

Spatial Image Generator 允許使用者匯入 3D Gaussian Splatting 影像,並將其置於透明玻璃罩的視覺框架中進行展示。透過此框架,創作者可進行顏色分級、構圖調整與視覺裁剪,最終輸出經過重新編排的空間影像成果。相較於傳統以完整場景重建或技術檢視為主的 Gaussian Splatting 檢視工具,該工具更強調對空間結構的取捨與視覺重組。

這種以「空間裁剪」為核心的設計思路,讓 Gaussian Splatting 不再只是還原現實場景的技術結果,而是成為一種可被編輯、重構與詮釋的創作媒材。創作者可選擇性地保留局部空間結構,突出深度關係與視覺節奏,進而形成更具藝術性的呈現方式。

在 VR 應用層面,Spatial Image Generator 所提供的視覺整理與重構能力,對於沉浸式內容製作具有潛在價值。對 VR 開發者與 XR 創作者而言,Gaussian Splatting 常被視為高擬真空間捕捉的解決方案,但其資料規模與場景完整性,往往不利於直接轉化為可控的沉浸式體驗。透過先行裁剪與重構空間內容,創作者可更有意識地規劃 VR 中的觀看動線、焦點區域與空間層次,減少視覺雜訊,並提升沉浸感。

此外,這類工具也能被應用於 VR 展覽、數位典藏、沉浸式敘事與概念設計流程中,作為空間視覺預覽或藝術導向展示的前置階段。藉由在進入即時引擎或頭戴式裝置前,先行完成空間視覺的篩選與編排,創作者能更有效率地將 Gaussian Splatting 納入 VR 創作管線。

隨著 Gaussian Splatting 技術在 XR、即時渲染與 3D 擷取領域的使用逐漸擴大,Spatial Image Generator 的推出也顯示出一項趨勢:空間資料正逐步從純技術輸出,轉化為可被創作、編輯與設計的內容形式。這樣的轉變,或將為 VR 內容製作帶來更具彈性與創造力的工作方式。

Spatial Image Generator 目前已以網頁應用形式正式推出。
官方網站:https://www.spatialograph.app/

VR NEWS TODAY 專訪| LemmoLab 創辦人 Dmytro 與 Anastasiia:在有限資源下打造完整且具挑戰性的 VR 體驗

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隨著新作正式推出,VR NEWS TODAY 特別專訪來自烏克蘭的獨立 VR 開發團隊 LemmoLab,與創辦人 Dmytro 及 Anastasiia 深入對談,探討他們如何在僅由兩人組成、資源極為有限的條件下,完成一款結構完整、節奏明確,並高度聚焦心理體驗的 VR 作品 Void Jump VR

本次訪談中,創辦人分享了作品從最初構想到正式成形的過程,以及他們對 VR 節奏控制、關卡設計取捨與玩家心理反應的實際觀察。

Could you briefly introduce yourself or your team, and your role in the development of Void Jump VR?
My team consists of two people (me and my girlfriend). I led the technical development and conceptualized the core idea for Void Jump VR, while my girlfriend handled all artistic aspects of the game. Together, we collaborated closely to bring the vision to life.

What originally inspired the creation of Void Jump VR, and how did this project first take shape?Initially, I set out to create a simple game for children, but I soon realized the concept could appeal to players of all ages. As the project evolved, I introduced additional mechanics (such as a cube that allows players to check whether the next platform is safe) and designed more engaging worlds and levels. This iterative process helped the game grow into a richer and more immersive experience.

Void Jump VR is built around a very simple mechanic – jumping – yet it creates strong psychological pressure. What was the core concept or vision behind this design choice?
The idea behind Void Jump VR was to take a simple action – jumping – and make the player feel scared. In the absence of enemies, the tension comes from the player’s own perception.

During development, did you intentionally prioritize psychological experience over mechanical complexity? Why was this balance important to you?
It was important to maintain balance. Keeping the systems simple ensured that nothing distracted from the fear, tension and immersion – that balance was important, because the player’s own mind becomes the main “enemy,” which is far more impactful than external challenges.


From a design perspective, why did you choose “jumping” as the sole core interaction rather than adding additional mechanics or systems?
From a design perspective, jumping was chosen as the sole core interaction because it’s universally understood and physically intuitive in VR. Adding extra mechanics would dilute the tension and shift focus away from the psychological response to height and risk. By keeping the interaction extremely simple, players stay fully immersed in the environment and their own reaction to it – which is exactly where the core experience lives.

VR is particularly effective at conveying height and spatial awareness. How did VR technology influence the way you designed fear, hesitation, and distance in Void Jump VR?
VR naturally conveys height, scale, and depth, I learned physical cues: looking down a long drop, estimating the distance of a platform, or feeling your body tense before a jump. This let me design challenges around distance and perception rather than complicated game systems.

The game avoids traditional horror elements such as monsters or jump scares. Was this a deliberate decision to let fear emerge purely from space and consequence?
Yes, that was deliberate. I wanted fear to come from scale, and jump rather than from monsters. Void Jump VR is about what happens inside the player’s own mind. When you remove scripted scares, the fear becomes more personal – it’s driven by your perception of height, risk, and the possibility of falling. That creates a quieter but more kind of tension.


What kinds of reactions from players left the strongest impression on your team during playtesting?
We liked that people were enjoying and feeling scared at the same time. Players freeze at the edge of a platform, lean their bodies forward to “check” the gap, or laugh nervously before jumping. Some players refused to jump. Those moments showed that the experience was bypassing logic and hitting their instincts. It was a strong confirmation that a simple mechanic could trigger real tension through VR alone.

What is your favorite VR or MR game, and what makes it special to you?
One of my favorite VR titles is Superhot VR. It takes a very simple core rule – time moves when you move – and transforms it into something that feels completely native to VR. What makes it special to me is how clean the design is: minimal inputs, minimal UI, but huge presence and tension. It proves that VR doesn’t need a dozen mechanics to feel deep – the right mechanic, used well, can carry the whole experience.

Could you share any upcoming features, new projects, or future plans – within what can be publicly revealed? Lastly, is there a message you’d like to leave with our readers?
All I can say for now is that it will be a military simulator. I’d like readers to know that Void Jump VR is really about embracing the simple joys and fears that VR can create. Sometimes, the most intense experiences come not from complicated systems or monsters, but from how your mind and body react to space and risk. I hope players take a moment to feel that tension, challenge themselves, and maybe even laugh at how something as simple as a jump can feel so big.

商店:https://store.steampowered.com/app/3911690/Void_Jump_VR

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