Enter Reality provides Virtual Reality solutions within working environments.

We develop projects for:

- Assembly machine simulation

- Automotive

- Interactive Architectural Visualization

- Shared VR environment for project reviews

- Training and simulations

Contact us for any project you would like to develop.


Latest Updates


Perception Neuron Vive Tracker Integration - Update 1

This is an update for the Perception Neuron Vive Tracker Integration I developed a while ago.
Since the IK setup previously used was causing some issues with the orientation setup ( given by SteamVR during the Room Scale setup ), I decided to just use FK data from the suit itself, while the Pelvis is the only joint driven by the Vive Tracker.
The setup was created using the Unreal Engine 4.19.2.

The video shows also a UMG Menu, and the buttons available allows to tweak/reorient the Pelvis axis forward vector the orientation, also giving the possibility to rotate the character by +/-90°
Additionally I also added the possibility to use the Vive Controllers in order to drive the Arms using IK, although currently there the UpVector is not set due to some orientation setup issues, but it'll be solved shortly.

The last part of the video also shows the VR setup while wearing the suit, but as of now the setup is very raw and need improvement, but is very cool to see the full body in VR!

Here is the video showing the setup in action:

I also included a playable demo, so if you want to test it you need:
- Perception Neuron Motion Capture Suit ( V1 or V2 )
- Vive / Vive Pro ( with controllers )
- One Vive Tracker

Note: If you try to use the HMD while wearing the suit, the body will probably have the wrong orientation, and as of now the UMG menu can't be used while in VR, but it'll be available soon.

Perception Neuron Vive Tracker Integration Demo


Full Body VR Interactivity

Blending of the Noitom Hi5 VR gloves and the Ikinema Orion full body tracking setup.

Purpose is to give the user the ability to fully control a body in VR and interact with the environment, giving the possibility to also change each hand role, in order to move or interact.


Full Body Motion Capture for Unity using IKinema Orion + Noitom Hi5 VR Gloves

Turned out that in Unity creating the same Full Body Motion Capture I'm currently using with the Unreal Engine 4 is slightly more complicated, so I ended up using the mocap recorded inside UE4 and rely on Motion Builder for the animation retargeting for Unity characters, and it works quite nicely!


WIP - Car Configurator for Audi R8 running on iPad Pro

I'm doing some tests in order to see how well the iPad Pro is capable of managing a huge amount of polygons and Draw Calls.

The entire scene is not optimized and there is a lot of work to do, but overall I'm quite impressed by the results!

Considering that mobile development is all about optimization, the rendering capabilities are not that far from the desktop ( except for the deferred rendering ), but shader quality and technical setups can be ported 1:1 to the iPad from the UE4 scene.

iPad Pro R8 Demo


WIP - VR Car Configurator for Audi R8

Inspired by the McLaren Car Configurator developed by Epic Games using the Unreal Engine 4, I decided to develop something similar but in Virtual Reality.

I was able to push 11milion triangles ( 3 Audi R8 seen at once ) with 3500 draw calls, and this was quite surprising, since usually around 2 milions triangles perfomance decrease rapidly.
This is running in Editor, but packaged version ( soon available for download ) runs at 90FPS steady.

UMG causes big frame drops, so I'll probably use an alternative which do not cause any issues.

Since this is a WIP some things need to be taken care of, such as:
- Shaders setup for the different car paint colors
- Cross section need to be worked on
- Lighting needs some improvement ( also exterior setup is planned )
- Noitom Hi5 VR Gloves need to be integrated

Tested on MSI VR One, i7-7820 @2.9GHz, 16 Gb of Ram, GTX1070 8Gb


Manual Assembly Workstation and Virtual Welding Station using Noitom Hi5 VR Gloves

RnD done in order to show the use of VR within working environments, using Noitom Hi5 VR Gloves in order to give the user an advanced interaction in VR.


Full Body Motion Capture using IKinema Orion + Noitom Hi5 VR Gloves

First test, quite satisfied with the results!

8 Vive Trackers used, animation data stremaing and recorded inside the Unreal Engine 4 @60FPS


Noitom VR Gloves Prototype with Vive Trackers

Although we already developed a custom solution for VR Gloves ( using the Perception Neuron Mocap Suit ), Noitom was kind and sent us a pair of Hi5 VR Gloves.

First impressions are very positive:

- Comfortable to wear, the Vive Tracker is roughly at 45° on the outside, so it's "out of the way" if your hands are close together

- Pairing is done using a dongle, which can be plugged into the Vive spare USB port on the HMD itself, and the pairing itself is very quick

- Calibration is done by two poses and it takes roughly 15 seconds

- IMU sensors on fingers and wrist gives no noticeable lag

- Unity and Unreal Engine 4 plugins already developed by Noitom, with free scene available for download

- Accuracy is very good, but you may notice some drifting when you move your hands together, but that is due to hand size, so it's not drifting from the IM sensors but it depends how big are your hands in real life vs VR rigged hands

We're currently integrating them into our VR projects, especially into the Manual Assembly Workstation which currently uses the Vive Controllers, so it would be really neat to use fingers to pick up objects!



RnD for a continuous rotary Micropumps assembly machine and a conveyor where the camera separates the products based on its color.