Week 7 (02/28/2025) – Havles Presentation and Teacher’s Showcase at South Fayette

It is now week 7, and it is time for Halves Presentations! In addition, we hosted an official half-semester showcase within ETC and also demonstrated CAVERN’s capabilities to educators across K-12 in South Fayette, showcasing how CAVERN can be used across different contexts, and how our showcase is a great tool to enable those. And of course, our team went to a celebratory brunch at the end of the week to end this half-semester before going into spring break.

Halves Preparations

Because so much of the CAVERN development is technical work that happens under the hood, it is crucial to communicate our impact thoughtfully, especially in way where even non-technical audiences can also understand clearly. To do so, we decided to start off the presentation by highlighting the success of the CAVERN Jam, followed by introducing our problem solving process and results of our works on rendering, Vive trackers, editor workflow, and sample scene, with emphasis on our comprehensive documentation along the way.

Mathematical Derivation Document for the Camera

Since our goal is to have future developers build upon our toolkit, our camera rendering solution has to be well documented and including our thought processes, so people can solve new problems that works within our system. The “Math Documentation” as our team calls it, is then born.

This document starts off by discussing the curved screen and breaks down the possible rendering solutions. It briefly explains the original 32-camera rendering solution and its tradeoffs, and then proposed our single-camera cube map solution with the linear algebra math derivations alongside. At the end of the document, we arrived at the solution of head-tracking, and why it became trivial to solve once we’ve chosen to duplicate the cube maps and treat the head

As much of the CAVERN is better seen in person, on the day after the presentation, we invited everyone from the department to join our official half-semester showcase, where we showcased what we said during halves presentation, as well as demoing the wonderful worlds built during last week’s CAVERN jam.

On Friday, we went to South Fayette for a teacher’s showcase, where we

And, of course, we ended the week with a celebratory brunch, marking an exciting half-semester of progress!


Documenting the Camera – A Mathematical Guide for Future Developers

One of the most significant additions this week was a formal mathematical documentation of the CAVERN camera system.

Since CAVERN uses stereoscopic projection on a curved screen, traditional rendering approaches don’t work out-of-the-box. While we had successfully developed a single-camera rendering pipeline to replace previous inefficient multi-camera solutions, we realized that future developers would struggle to modify or expand upon our work without a clear mathematical breakdown.

To address this, we documented:

  • How projection from a single camera to a curved screen is achieved.
  • The transformations involved in mapping the 3D scene onto CAVERN’s display.
  • How developers can modify camera parameters if the CAVERN setup changes.

Toolkit Usage Diagrams – Bridging the Gap for New Users

In addition to the camera documentation, we also created diagrams and structured guides to make our toolkit more accessible for non-programmers.

Since Spelunx is intended for a range of users—from experienced Unity developers to high school students exploring immersive media for the first time, we needed to ensure that our documentation was clear, visual, and easy to follow.

By refining these materials before Halves, we ensured that we were not just delivering a working toolkit, but also providing the resources needed to make it usable and expandable.


Halves Presentation and CAVERN Showcase

On Wednesday, we presented our progress to faculty, peers, and members of the broader ETC community. The response was overwhelmingly positive—people were excited to see how Spelunx was making CAVERN development more accessible, and many were interested in experimenting with the toolkit themselves.

However, while slides and videos were useful for explaining our process, CAVERN is a space that must be experienced firsthand to be fully appreciated. For this reason, we extended an open invitation to faculty and students to visit the ETC CAVERN Showcase on Thursday, where they could:

  • Experience our sample scene in full stereoscopic 3D.
  • Try out interactions from CAVERN Jam projects.
  • See how different depth cues, motion, and sound work in an immersive space.

Key Feedback from the Showcase

As attendees explored the space, we gathered valuable insights into how people perceive and engage with CAVERN environments:

  • The 3D effect was highly convincing, making the screen “disappear.” This reinforced that our sample scene’s depth and spatial design were effective.
  • Horizon alignment felt slightly off in some scenes. This is something we will refine in upcoming iterations.
  • People were drawn to more dynamic, reactive interactions. Suggestions included having objects respond to player presence, using subtle movements to enhance immersion.
  • Ambience and atmosphere were strong, but directional sound could be showcased better. Now that surround sound is properly configured, we plan to incorporate more layered audio interactions in future updates.

South Fayette Visit – Introducing CAVERN to Educators

On Friday, we visited South Fayette High School for the second time—this time, not just to engage with students, but to introduce CAVERN to K-12 STEAM teachers.

Bringing CAVERN to the Classroom

Our goal was to demonstrate how immersive environments can be integrated into education and to help teachers understand the process of creating interactive experiences in CAVERN.

During the session, we showcased:

  • The fundamentals of CAVERN as an interactive space.
  • How students can use Spelunx to quickly develop and test ideas.
  • Examples from CAVERN Jam that illustrated creative interaction design.

The response was enthusiastic—many teachers saw potential applications in storytelling, science visualization, and interactive learning.

Hands-On Debugging and Support for Students

After the demo, we worked closely with Stacey and her students to provide technical guidance on working with CAVERN.

  • We walked Stacey through the full process of importing Unity packages, setting up scenes, and configuring CAVERN’s display.
  • We debugged a Blender-to-Unity 6 issue, ensuring that students could properly import 3D models into their projects.

This session reinforced that beyond just providing a toolkit, our role is also about empowering future creators—ensuring that educators and students feel confident using these tools independently.


Celebrating Our Half-Semester Milestone

After an intense week of presenting, testing, and refining, we took a well-deserved break with a celebratory brunch in Shadyside. It was a moment to appreciate how far we had come—from our initial pitch to a fully functional toolkit, a successful game jam, and multiple real-world demos.

But this was just the halfway point. Looking ahead, we are preparing to:

  • Refine interactions and dynamic responsiveness based on showcase feedback.
  • Continue working with South Fayette to ensure successful student projects.
  • Explore advanced features, including potential support for additional tracking methods beyond Vive Trackers.

Week 7 was about sharing our work with the world—now, we move forward with clear next steps and renewed energy.