About
Engineer, Researcher and Leader. Focused on Human-Facing Technical Problems.
I3D…
Activity
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The cost structure for I3D Symposium has always been to effectively sponsor student tickets. Computer Graphics education hardly comes directly from…
The cost structure for I3D Symposium has always been to effectively sponsor student tickets. Computer Graphics education hardly comes directly from…
Shared by Omer Shapira
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The SIGGRAPH I3D 2026 papers list is now out! Our lineup also includes 4 guest papers from IEEE Transactions on Games. They'll be presented at…
The SIGGRAPH I3D 2026 papers list is now out! Our lineup also includes 4 guest papers from IEEE Transactions on Games. They'll be presented at…
Shared by Omer Shapira
Experience
Education
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New York University
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Coursework in Computational Photography, Computer Graphics and Interaction Design.
Research in Prof. Ken Perlin's laboratory at the NYU Media Research Lab.
Built Virtual Reality and Mixed Reality systems, software tools for Architects and Instructors and Educational Games.
Thesis: Horizon, a 4-Dimensional puzzle game, based on slit-scan mechanics. -
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Volunteer Experience
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Contributor
openFrameworks
Arts and Culture
Publications
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Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection
ACM Transactions on Graphics (Proceedings of SIGGRAPH)
See publicationRedirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments.
We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path…Redirected walking techniques can enhance the immersion and visual-vestibular comfort of virtual reality (VR) navigation, but are often limited by the size, shape, and content of the physical environments.
We propose a redirected walking technique that can apply to small physical environments with static or dynamic obstacles. Via a head- and eye-tracking VR headset, our method detects saccadic suppression and redirects the users during the resulting temporary blindness. Our dynamic path planning runs in real-time on a GPU, and thus can avoid static and dynamic obstacles, including walls, furniture, and other VR users sharing the same physical space. To further enhance saccadic redirection, we propose subtle gaze direction methods tailored for VR perception.
We demonstrate that saccades can significantly increase the rotation gains during redirection without introducing visual distortions or simulator sickness. This allows our method to apply to large open virtual spaces and small physical environments for room-scale VR. We evaluate our system via numerical simulations and real user studies.
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A Variable Shape and Variable Stiffness Controller for Haptic Virtual Interactions
IEEE Robosoft 2018
This paper presents an entirely compliant controller handle for use in virtual and augmented reality environments. The controller handle transitions between two static states: a semi-rigid, large diameter state when pneumatically pressurized and a soft, compressible, smaller diameter state when depressurized. We integrated the controller with a modified version of NVIDIA’s VR Funhouse employing the two controller states to simulate the physical feel of two virtual objects. We used finite…
This paper presents an entirely compliant controller handle for use in virtual and augmented reality environments. The controller handle transitions between two static states: a semi-rigid, large diameter state when pneumatically pressurized and a soft, compressible, smaller diameter state when depressurized. We integrated the controller with a modified version of NVIDIA’s VR Funhouse employing the two controller states to simulate the physical feel of two virtual objects. We used finite element modeling to downselect an internal elastomer lattice within the controller that controls deformation upon inflation. Finally, we show an example of using the compliance of the handle as an interaction input by designing an algorithm to identify rapid compressions of the handle as a signal to swap objects in the virtual environment.
Other authorsSee publication -
Stretchable Transducers for Kinesthetic Interactions in Virtual Reality
SIGGRAPH 2017
The tools of soft robotics enable immersive kinesthetic experiences in virtual reality. Using fluidic elastomer actuators (FEAs), we demonstrate a soft skin that can provide force feedback and a soft controller to simulate different textures and materials. These novel input devices integrate with a VR Funhouse experience.
Other authorsSee publication
Patents
Projects
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Google Play Music 360: Music For Everything You Do
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See projectWe used a custom array of 4k cinema cameras and special proprietary software for real-time optics compensation to film the environmnets.
We designed and built 3 unique sets that reflected Google's brand and essence and allowed us to film for 360° with our custom built rig.
The first two sets were all filmed practically, the third used an added matte painting to extend the landscape. Viewers where able to explore the different environments – first a loft where a dance party unfolds and…We used a custom array of 4k cinema cameras and special proprietary software for real-time optics compensation to film the environmnets.
We designed and built 3 unique sets that reflected Google's brand and essence and allowed us to film for 360° with our custom built rig.
The first two sets were all filmed practically, the third used an added matte painting to extend the landscape. Viewers where able to explore the different environments – first a loft where a dance party unfolds and then a serene car drive that ends on the beach. -
Merrell Trailscape
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The world's first commercial walk-around VR experience, shown at Sundance Festival, 2015.
Built with Optitrack's motion capture system and Unreal Engine. the project was the closest it got to a holodeck for any non-millionaire.
"Trailscape" is a Webby Awards Honoree for Augmented Reality in 2015.Other creators -
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Marvel ‘Avengers’ Experience for Gear VR
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"Age of Ultron" experience for the launch of the Samsung Oculus partnership GearVR headset.
The App experience allows the users to visit Tony Stark’s lab, and experience (among other things) what it might feel like to be inside the Iron Man mask.Other creators -
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Lemur
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See projectLemur is an openFrameworks app for controlling laser shows. It makes lasers accessible via sequencers and allows hands-free show integration.
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Syntactic
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See projectAn open source, unsupervised lexical categorization project for very large linguistic datasets.
Honors & Awards
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Clio Award - Sports - Silver
Clio Awards
For Merrell's "Trailscape" installation
http://www.cliosports.com/winners/2015/all/entry.cfm?entryid=901510543&ispartofcampaign=0&index=75 -
Art Director's Club 94th Annual Awards Advertising, Digital & Motion (Silver)
Art Director's Club
For Merrell's "Trailscape" installation
http://adcglobal.org/awards/winners/adc-94th-annual-awards-winners-night-two/trailscape/ -
Webby Awards Honoree - Advertising / Augmented Reality
Webby Awards
For Merrell's "Trailscape" installation
http://www.webbyawards.com/winners/2015/advertising-media/individual/augmented-reality/trailscape/ -
Best System Design
Microsoft Research
"Best System Design" for "Mine", Design Expo, Microsoft Research Faculty Summit 2013, Redmond, WA.
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Best Special Effects
Houston Comedy Film Festival
For VFX work in "Israeli Intelligence"
Languages
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English
Native or bilingual proficiency
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Hebrew
Native or bilingual proficiency
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German
Limited working proficiency
Organizations
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ACM SIGGRAPH I3D
General Chair
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ACM SIGGRAPH
Unified Jury
- PresentMember of the ACM SIGGRAPH Unified Jury, on the research board.
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Khronos Group
Member
- PresentContributor to OpenXR
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NEWINC
Resident
- Presenthttp://www.newinc.org/n-dimensional
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