🥽VCNS (Graduation🎓)

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VCNS VR Simulation: Porting a Complex Aerospace Noise Tool to Standalone VR

Making Advanced Aircraft Noise Simulation Accessible with VR

This project focused on the crucial task of adapting the Virtual Community Noise Simulator (VCNS) for broader accessibility. Developed during my internship at the Netherlands Aerospace Centre (NLR) within the Acoustics department, the goal was to transition the existing, high-fidelity desktop VR application into a functional and optimized experience for the standalone Oculus Quest Pro. This effort aimed to reduce the reliance on expensive, high-end hardware, making advanced aircraft noise simulation more accessible for research and public engagement.

What it Entailed: Bridging High-Fidelity VR with Mobile Constraints

The VCNS is a sophisticated virtual reality application designed to simulate aircraft noise impact, originally built for powerful desktop systems and utilizing high-resolution 8K video assets. The primary challenge was to successfully port this demanding application to the Oculus Quest Pro, a powerful but resource-constrained standalone VR headset. This involved a meticulous process of technical adaptation to ensure the simulation remained performant and visually coherent on the new platform.

Process & Methodology

My internship at NLR involved a deep dive into VR application porting and performance optimization:

Project Goal:
To enable the VCNS simulation to run smoothly and effectively on a standalone VR device (Oculus Quest Pro), thereby increasing its accessibility and reducing hardware dependency.

Technical Challenges & Solutions:
Library Compatibility:
Replaced deprecated libraries essential for VR functionality that were not supported by the standalone VR platform’s SDK.

Asset Optimization:
Downscaled and optimized high-resolution 8K video assets and other 3D game assets to meet the performance budgets of the Oculus Quest Pro without significant loss of visual quality.

Script Refactoring:
Adapted and refactored existing C# scripts to ensure compatibility with the Android platform and standalone VR runtime, often focusing on reducing computational load.

Performance Profiling:
Regularly profiled the application to identify bottlenecks and iteratively improved performance through code optimization and asset management.

Key Learnings:
VR Performance Constraints:

Gained practical understanding of the performance limitations of standalone VR hardware and the techniques required to overcome them.

Cross-Platform VR Development:
Developed expertise in the nuances of porting applications between different VR platforms and hardware targets.

Asset Pipeline for VR:
Learned best practices for preparing and optimizing assets (textures, models, video) specifically for VR deployment on mobile hardware.

NLR’s Acoustics Research:
Acquired insights into the practical applications of VR in aerospace research, particularly concerning noise simulation and environmental impact studies.

Key Features / Results

* *Functional Standalone VR Simulation*: Successfully delivered a working version of the VCNS on the Oculus Quest Pro.
* *Optimized Performance*: Achieved smooth and stable frame rates, crucial for an effective VR experience.
* Reduced Hardware Dependency: Enabled use without the need for high-end PCs, broadening potential user access.
* Technical Problem-Solving: Demonstrated proficiency in adapting complex software to new technical requirements.

The entire report can be downloaded.

Conclusion/Next steps

This internship project at NLR provided critical experience in the challenging yet rewarding field of VR application porting and optimization. Successfully transitioning the sophisticated VCNS simulation to a standalone VR platform underscored the importance of understanding hardware constraints, mastering asset pipelines, and employing effective optimization strategies. It reinforced my capability in tackling complex technical challenges and delivering functional, high-performance VR solutions for specialized applications like aerospace research.

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