Multi-User Space Conquest [MUSC] is a bachelor project of the Computer Graphics AG CGVR at the University of Bremen. The CGVR is part of Valles Marineris Explorer, abbreviated as VaMEx, and collaborates with the German Aerospace Center (DLR) and various other partners involved in research and planning for future Mars missions.
With MUSC, I, along with 12 other students, created a VR application for 15-20 users set in a realistic environment of Valles Marineris. Valles Marineris is a large canyon on Mars where, due to geographical and physical processes, water and thus the possibility of life are most likely to be found.
My tasks included, among others:
My role as project manager included organizing and conducting weekly meetings and presentations. Planning and managing the Miro board, the Discord server, as well as communicating and coordinating between the individual teams. In total, 18 people worked on the project, but in the end, 13 participated.
Using satellite images provided by NASA, we were able to transform the section of Mellas Chasma in Valles Marineris into a 3D landscape with an accuracy of approximately one pixel equating to one meter. This allows us to depict the land area very realistically.
Furthermore, I wrote an algorithm that calculates the land area based on the deep black values of the photographic material. Thus, we were able to calculate that our depicted land area corresponds to approximately 70 km².
Due to the spatial effect, the landscape was then embedded and blended into a similar environment, which I created with Gaea.
Alpha - Beta - Charlie
For the vast land area, it is useful to establish outposts that can be used as spawn points and serve as orientation. With Alpha in the center of the map area and Beta and Charlie at the outer ends of the landscape, I have established gathering points at regular intervals.
I created the main menu together with my fellow student Jessica Röll. Here, you have the opportunity to make various adjustments in General, Sound, Controls, and Functions. Not only are settings automatically saved, but the application also automatically detects whether an HMD is connected and switches to the correct mode.
In addition to an About text, you have the option to access our website and information about the application version. In Customize, you can customize your character and change your name. In Play, you then have the option to start the application alone, host the game, or join a host or the dedicated server we've set up.
You can also select the respective outpost as the starting position beforehand.
The toggleable tablet includes various functions. In addition to a help section that explains the essential controls, you'll find the classic options, a map for orientation and teleportation, as well as a special control element that allows you to place and view multiple drones, rovers, and humanoids.
For an immersive effect, we needed characters in the multi-user application. After intensive planning, we created the character with various customization options ourselves.
My fellow student Jessica Röll modeled and textured the character. Together, we then created several customization options for the character. You have the option to choose between nine suit colors, three faces, and nine logo patches. With each patch, it is possible to select an individual highlight color. This neon color extends across the entire suit.
The suit is also equipped with various pockets. This allows for grabbing special tools that we have created in virtual reality.
The character was then rigged using ActorCore AccuRig. Subsequently, we adjusted the skin weight in Maya to achieve a better result. Through retargeting, the animations of the UE5 character were transferred to the astronaut. Finally, the character was used as a playable character, and the different heads were attached to the rig via a socket.
After researching the tools used, I created a model of a Pistol Grip Tool. Other tools include screwdrivers, wrenches, a camera, and our own creation, the Magic Gun. This tool has the ability to generate objects such as rocks or debris, natural phenomena like sandstorms or dust devils.
Together with my fellow student Jessica Röll, I implemented various optimizations. From LOD adjustments of individual props and the landscape, shader complexity optimizations, texture optimizations to blueprint optimization, we took several steps to make the application more performant. As a result, the application runs smoothly in desktop mode even on devices without a high-performance graphics card. With optimal settings, we achieved over 140 FPS (in desktop mode) and over 90 FPS (in VR mode) in tests on high-end devices.