Omer Shapira

Omer Shapira

New York, New York, United States
5K followers 500+ connections

About

Engineer, Researcher and Leader. Focused on Human-Facing Technical Problems.

I3D…

Activity

Experience

  • Meta Graphic

    Meta

    New York, New York, United States

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    Brooklyn, NY

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    Greater New York City Area

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    New York

  • -

    New York City

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    Brooklyn

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    Tel Aviv,Israel

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    Tel Aviv, Israel

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    Tel Aviv, Israel

Education

  • New York University Graphic

    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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    -

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Volunteer Experience

  • Contributor

    openFrameworks

    Arts and Culture

Publications

  • Towards Virtual Reality Infinite Walking: Dynamic Saccadic Redirection

    ACM Transactions on Graphics (Proceedings of SIGGRAPH)

    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…

    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.

    See publication
  • 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 authors
    See 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 authors
    See publication

Patents

Projects

  • Omniverse XR

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    World's first Raytraced VR and AR engine.

    See project
  • Omniverse

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  • Isaac

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  • Carol: "Dearest..." New York Times VR Experience

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    Client: The Weinstein Company

    See project
  • Google Play Music 360: Music For Everything You Do

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    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…

    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.

    See project
  • 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
    • Mike Woods
    • Michael Cable
    • Gary Marshall
    • Christine Cattano
    • Meg Diamond
    See project
  • 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
    • Michael Cable
    • Mike Woods
    • Christine Cattano
    • James Dick
    See project
  • Lemur

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    Lemur is an openFrameworks app for controlling laser shows. It makes lasers accessible via sequencers and allows hands-free show integration.

    See project
  • Syntactic

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    An open source, unsupervised lexical categorization project for very large linguistic datasets.

    See project

Honors & Awards

  • 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.

  • Best Special Effects

    Houston Comedy Film Festival

    For VFX work in "Israeli Intelligence"

Languages

  • English

    Native or bilingual proficiency

  • Hebrew

    Native or bilingual proficiency

  • German

    Limited working proficiency

Organizations

  • ACM SIGGRAPH I3D

    General Chair

    - Present

    Accountable for the content and execution of I3D 2026

  • ACM SIGGRAPH

    Unified Jury

    - Present

    Member of the ACM SIGGRAPH Unified Jury, on the research board.

  • Khronos Group

    Member

    - Present

    Contributor to OpenXR

  • NEWINC

    Resident

    - Present

    http://www.newinc.org/n-dimensional

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