Learning Through Art: An Introduction to VR
summary
Recreates Yayoi Kusama's obliteration room using A-Frame and models from Google Poly, building an all-white apartment, lighting it down from twelve sources to three for 30+ FPS, and generating sticker cylinders at the A-camera position with vector math to orient them toward the view. Stickers launch with velocity and use A-Frame physic systems (on top of canyon.js) as dynamic bodies, then flip to static on collision; physics primitives mismatch requires invisible primitive hitboxes. Result is a working, remixable VR obliteration room that sticks imperfectly but convincingly.
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chapters (15)
- 0:00Introduction
- 1:11The potential of VR art
- 2:54The obliteration room
- 4:30Recreating art in VR
- 5:32A-Frame framework
- 6:51Building the virtual scene
- 8:57Managing scene assets
- 10:30Custom primitives
- 12:01Implementing lighting
- 15:12Sticker interaction logic
- 18:13Adding physics
- 19:44Collision and sticking
- 21:34Physics troubleshooting
- 22:50Conclusion and future of VR
- 24:27Q&A
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