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Asset Information

Catalogue

A complete catalogue of assets used and respective licencing information can be found in the Asset Catalogue download file.

For each scene, detailed assets include audio files, 3D assets (.fbx or .asset files), materials, and textures (e.g., .jpg, .png). For each corresponding asset, source / links are provided when applicable with a note to the respective license.

Audio Implementation

Audio Spatializer

All scenes come with the Meta XR Audio SDK already integrated as means to have some plug-and-play audio straight away. The current implementation inside the scenes is not intended to be a physically accurate rendering of the virtual space, and can be adjusted to the users liking or experimental needs. (e.g., evaluating audio localization in 6-DoF environment with and without reverberation, mixture of dry / wet objects, acoustic room divergence effects, etc.)

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The current implementation does not make use of the experimental source settings within the Meta XR Audio SDK. Therefore, features such as source directivity, early reflections dB boost, and volumetric radius for sources are not present, but can be added.

Script Examples

MetaXRAudioRoomAcousticProperties.cs

Example of the Room Acoustics script inside the Mansion Scene.

Width (18 m), depth (16 m), and height (8 m) are set to the rough dimensions of the Mansion scene set as a shoebox shape giving a total volume of 2,304 cubic meters.

The materials applied to the shoebox shape are thick wood, glass, carpet, and plaster on brick. With the sufrace area, volume, and absorption coefficients for the frequency band 775-3408 Hz for all materials, then we can use the Sabine formula to calculate a rough RT60. This gives us a rough RT60 of .39 seconds for the frequency band 775-3408 Hz.

As this is based on a showbox model with materials perscribed to the complete sides, this is not representative of the CGI model. For example, the floor features a mixture of wooden flooring and large carperts.

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MetaXRAudioSource.cs

Example of the Audio Source script on the piano.

The audio source scripts are attached to sound source that has the Unity base Audio Source component. The Meta source script can the be used to apply the audio rendering features such as, spatialization, reverberation, and adjust wet / dry mix.

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Advanced Audio Rendering

The acoustic meshes are provided as manifold geometric shapes, otherwise known as 'solid' meshes with a governing thickness. The below example shows including how non-manifold geometry can cause issues with rendering acoustics, using techniques such as ray-tracing.

With the non-manifold geometry example, the ray cast from the right does not recognise the plane as a surface due, to the surface normal facing the left. The ray will consequently shoot through the plane and hence be treated as acoustically transparent. With the manifold geometry example all surfaces have a governing thickness, thus all normals are facing 'outward'. This can be correctly identified as a 'solid' surface. To confirm any mesh is correctly set up for acoustic rendering, imagine the 3D mesh being unfolded to a flat 2D shape. If the mesh has been made correctly, all surface normals should point in one direction.

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SDKs / Packages

List of notable packages and SDKs used inside the Unity scenes.

  • HDRP v12.1.14 - Registry @ com.unity.render-pipelines.high-definition

  • Input System v1.7.0 - Registry @ com.unity.inputsystem

  • Path creator v1.2

Licences and Third Party Notices

Licences

CC BY-NC-SA 4.0 License

qoevave.cgi.assets

  • Assets authored by the FAU for the CGI Scenes Database is Licensed under the [CC BY-NC-SA 4.0] License. A comprehensive asset list can be found at the top of this page, or on the download page.
MIT License

qoevave.cgi.code

  • Code authored by the FAU for the CGI Scenes Databse is Licensed under the [MIT] License.

Third Party Notices

List of Third Party Notices for the SDKs / Packages used in the Unity Project.

Governing packages:

  • HDRP
  • Input System
  • XR Plugin Management
  • XR Interaction Toolkit (+ Third Party Notice Apache 2.0 - Google Inc.)
  • OpenXR Plugin (+ Third Party Notice Apahce 2.0 - Facebook Technologies, LLC and its affiliates.)
  • Oculus XR Plugin (+ Third Party Notice Oculus SDK License Agreement.)

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Pertaining to packages:

  • XR Interaction Toolkit regarding components:

    • Gesture code from AR Core Unity ObjectManipulation Example. Copyright © 2017 Google Inc.
  • OpenXR Plugin regarding components:

    • OpenXR-SDK-Source. Copyright © Facebook Technologies, LLC and its affiliates

Pertaining to packages:

  • Oculus XR Plugin regarding components:
    • AudioPluginOculusSpatializer. Copyright © Facebook Technologies, LLC and its affiliates.
[MIT License]

Pertaining to packages:

  • Path-Creator Copyright © Sebastian Lague