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NeRF teaching pathways

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Yes, Neural Radiance Fields (NeRFs) can be an exciting and innovative addition to your curriculum. NeRFs are a cutting-edge technology in computer graphics that uses machine learning to synthesize novel views of complex 3D scenes from 2D images. By incorporating NeRFs into your curriculum, students will be introduced to the future of 3D scene reconstruction and rendering techniques, which can drastically improve realism and efficiency in game design, virtual production, and immersive experiences.

Adding Neural Radiance Fields (NeRFs) to the Curriculum

1. Introduction to Neural Radiance Fields (NeRFs)

  • What is a Neural Radiance Field (NeRF)?

    • Begin with an overview of NeRF technology, explaining that NeRFs use neural networks to create 3D scenes by predicting the color and density of light rays at every point in space. By taking in multiple 2D images from different perspectives, NeRFs can synthesize highly realistic views of a scene from any angle.

    • Applications in Industry: Introduce real-world applications of NeRFs in game development, virtual production, VR/AR, and architectural visualization. Emphasize how NeRFs allow for realistic scene reconstruction, especially for dynamic scenes or complex environments that are difficult to model traditionally.

2. Neural Radiance Field Workflow

  • Data Collection:

    • Start by teaching students how to capture input data for NeRF models. Similar to photogrammetry, NeRF requires multiple 2D images of a scene from different viewpoints. However, NeRF focuses more on capturing light rays and shadows for detailed 3D reconstructions.

    • Discuss optimal techniques for capturing images, such as consistent lighting, high-resolution cameras, and ensuring a sufficient number of images to cover the scene comprehensively.

  • NeRF Model Training:

    • Introduce students to the machine learning aspect of NeRF. Explain how a neural network is trained using the input images to predict the color and density of light for every possible 3D point in the scene.

    • Use platforms and libraries such as NVIDIA’s Instant NeRF, NeRF-PyTorch, or Google’s NeRF implementation to train and visualize 3D reconstructions.

  • Rendering NeRF Outputs:

    • Once the NeRF model is trained, teach students how to render and explore the 3D scene. Students will learn how to generate novel viewpoints of the scene and create realistic, interactive visualizations for games, virtual productions, or VR/AR experiences.

    • Use in Real-Time Engines: Show students how NeRF outputs can be used in real-time game engines such as Unreal Engine or Unity for highly realistic, dynamic backgrounds or even interactive game elements.

3. Practical Projects Using NeRFs

  • Scene Reconstruction:

    • Assign students projects where they capture real-world scenes (e.g., an outdoor park, an architectural interior) and use NeRFs to reconstruct them in 3D. They can then import these NeRF-based environments into Unreal Engine or Unity for use in games or virtual productions.

  • Real-Time Interactive Scenes:

    • NeRFs can also be used to create interactive scenes for virtual production or VR experiences. Students can create environments where the camera dynamically moves through a NeRF-rendered space, providing real-time exploration of highly detailed settings.

  • Integration with Virtual Production:

    • Use NeRFs to recreate large, complex environments such as forests, cities, or natural landscapes, and incorporate them into virtual productions. These 3D environments can seamlessly blend with real-time live-action filming, offering an unprecedented level of realism.

    • Combine NeRFs with green screen compositing to place actors into photorealistic NeRF-generated environments.

4. NeRF and Photogrammetry Integration

  • Hybrid Workflow:

    • Introduce a hybrid workflow combining photogrammetry and NeRFs. Photogrammetry is great for creating static, highly detailed assets like objects or buildings, while NeRFs excel at capturing the subtle nuances of lighting and complex textures for immersive 3D environments.

    • Have students capture a scene using both photogrammetry and NeRF techniques, allowing them to compare and contrast the strengths of each method.

  • Optimization and Performance Considerations:

    • Since NeRFs can be computationally expensive, introduce optimization techniques. Teach students how to optimize NeRF outputs for real-time applications, ensuring smooth performance in game engines or virtual productions.

5. NeRFs in Game Design

  • Environment Creation:

    • Assign projects where students use NeRFs to create realistic environments for games. For example, they can reconstruct real-world locations such as mountains, urban streets, or interiors and integrate them as backgrounds or even interactive environments within games.

  • Dynamic Backgrounds and Lighting:

    • NeRFs can be used to create dynamic, photorealistic backgrounds in games that respond to player movement and camera changes. Students can use NeRFs to simulate natural lighting, reflections, and shadowing that enhances the visual depth of game environments.

  • Character and Object Integration:

    • NeRFs are ideal for creating background elements or even 3D objects in VR/AR games. Have students build interactive scenes where NeRF-generated assets change dynamically based on player interactions or camera movement.

6. NeRFs in Virtual Production

  • Real-Time Scene Rendering:

    • NeRFs can be used to generate entire virtual sets for film production. Teach students how to use NeRF-based environments as backdrops for live-action shooting, eliminating the need for green screens and allowing for real-time filming in photorealistic virtual worlds.

  • Blending Real and Virtual Elements:

    • NeRFs can be combined with live-action footage in virtual productions. For example, students can use motion capture (mocap) to animate characters or actors within NeRF-generated scenes, blending real-time acting with virtual environments for a seamless, interactive experience.

  • Virtual Set Design:

    • Assign projects where students create entire virtual sets using NeRFs. They can build immersive, photorealistic backgrounds for films or TV shows, offering virtual production teams the flexibility to shoot in multiple locations without leaving the studio.

7. NeRFs in Augmented Reality (AR) and Virtual Reality (VR)

  • Immersive VR Experiences:

    • NeRFs are particularly useful for creating immersive VR experiences, where the user can explore highly realistic environments. Students can build interactive VR worlds by reconstructing real-world locations using NeRFs and allowing users to explore these environments in real-time.

  • Augmented Reality Scene Integration:

    • Students can integrate NeRFs into AR applications, creating real-world scenes that can be viewed and explored through mobile devices or AR headsets. This can be used for interactive experiences, educational applications, or virtual tourism.

8. Neural Networks and Machine Learning in Creative Technologies

  • Understanding Machine Learning Basics:

    • Since NeRFs use machine learning, provide students with a basic understanding of neural networks, how they are trained, and how they process visual data. This knowledge will be useful for students who want to pursue more advanced techniques in creative technologies.

  • AI and Creative Production:

    • Teach students how AI-driven tools like NeRFs are transforming creative industries, from gaming and virtual production to VR and AR. Show examples of how machine learning can speed up workflows, enhance realism, and allow for previously impossible creative experiences.

Tools and Software for NeRF Implementation

  1. Instant NeRF (by NVIDIA):

    • One of the fastest implementations of NeRF, enabling quick scene reconstruction and real-time visualization. Ideal for use in real-time applications such as game design and virtual production.

  2. NeRF-PyTorch:

    • A Python-based implementation of NeRF that allows for customizable experiments and scene reconstruction. This is great for students interested in machine learning and custom scene generation.

  3. Google's NeRF Implementation:

    • A publicly available NeRF implementation that can be used for research and experimentation. It’s a more involved setup but gives students full control over the NeRF pipeline.

  4. Blender (with NeRF Add-Ons):

    • Blender can be used to work with NeRF outputs, either through add-ons or via import/export workflows. This allows students to incorporate NeRF models into larger 3D scenes.

  5. Unreal Engine and Unity:

    • NeRF-generated environments can be imported into Unreal Engine or Unity for real-time rendering and game design purposes. These engines can handle NeRF outputs as dynamic backgrounds or integrated scene elements.

NeRF Certification Pathways

While NeRF-specific certifications are still emerging, students can focus on acquiring relevant skills in machine learning, real-time rendering, and game engines through existing certifications:

  1. Unreal Engine Virtual Production Certification (with NeRF integration).

  2. Unity Certified Expert in VR/AR Development, emphasizing NeRF-generated environments.

  3. NVIDIA Deep Learning Institute courses on machine learning, which can help students better understand the neural networks behind NeRFs.

Final Integration into the Curriculum

By adding Neural Radiance Fields (NeRFs) to your curriculum, students will:

  • Explore Cutting-Edge 3D Technology: Gain hands-on experience with one of the most innovative technologies in real-time rendering and 3D scene reconstruction.

  • Combine AI with Creative Production: Learn how machine learning techniques can be applied to game design, virtual production, and immersive environments, pushing the boundaries of creative media.

  • Prepare for Future Careers: Be at the forefront of emerging technologies in virtual production, game development, and interactive media, making them highly valuable in industries using photorealistic, dynamic environments.

This integration will ensure students are equipped with the skills to work with advanced neural networks, real-time rendering systems, and AI-powered creative technologies, setting them up for success in the rapidly evolving digital production landscape.

1. Addressing Educational Challenges in Game Design, Virtual Production, and Esports
The LAZR Learning Hub aims to resolve critical educational gaps in game design, virtual production, and esports, particularly in underserved and rural communities. Students often lack access to the necessary technology, mentorship, and real-world experience to prepare for careers in these industries. The LAZR Learning Hub will provide hands-on experience in Unreal Engine development, esports management, and virtual production, offering cutting-edge equipment and access to resources that are otherwise inaccessible to many.
Key challenges this project will address include:

  • Lack of access to technology: Many schools, particularly those in underserved regions, don’t have access to the hardware or software necessary for learning game development, virtual production, or esports management.

  • Limited curriculum in game design and virtual production: Schools often don’t have structured, real-world, project-based curricula that can teach both theoretical and practical aspects of game design using tools like Unreal Engine. The offered structured, project-based curriculum integrates Unreal Engine into the learning process, allowing students to use the same tools in the professional world.

  • Career pathway development: By partnering with the Ctrl V franchise and offering esports and game development projects, we will create a clear pathway for students to transition from education to industry opportunities. Along with making the many certifications, we will offer even more relevant. 

2. Alignment with Epic MegaGrant Core Values
The LAZR Learning Hub aligns with the core values of the Epic MegaGrant by:

  • Expanding Unreal Engine education: This project will give students, educators, and industry professionals access to Unreal Engine through workshops, structured curriculum, and hands-on projects, supporting Epic’s goal of empowering creators.

  • Serving underserved communities: We are committed to bringing Unreal Engine and related technologies to students in underserved areas, offering access to cutting-edge learning tools and environments that they might not otherwise encounter.

  • Fostering innovation: The project promotes creativity and problem-solving through real-world projects in game design, esports, and virtual production. This innovation-focused model aligns perfectly with the values of the Epic MegaGrant.

  • Promoting creativity and innovation: Through structured project systems, students will have the opportunity to create games, virtual experiences, and esports events, fostering innovation and encouraging indie-ready developers to emerge from North Carolina.

  • Open access to resources: Our free curriculum and access to Unreal Engine training will support teachers, CTE programs, and college-level students, providing structured pathways for learning while making these resources widely available. The Hub will offer free curriculum materials, developed specifically to help educators integrate Unreal technology into their classrooms, further supporting Epic’s vision of democratizing learning.

3. Overcoming Funding Challenges
Once funded, the LAZR Learning Hub will ensure sustainability through several revenue streams:

  • Franchise partnerships: Ctrl V, EVA Esports and the Hologram Zoo will help generate a steady revenue stream through ticket sales, events, and franchised content. These projects will also draw attention to the Learning Hub and attract additional investment. We will work closely with Ctrl V to generate consistent revenue through esports events, game design showcases, and franchised experiences. These events will draw attention to the Learning Hub, generating both community engagement and financial support.

  • Professional development workshops: By offering professional development and esports training to local schools, colleges, and professional organizations, we will generate additional funding while supporting the needs of educators and industry professionals.

  • Real-world collaborations: By creating real-world, project-based learning opportunities, the Hub will be positioned to offer professional development, workshops, and esports competitions, bringing in further revenue.

  • Grant support and sponsorships: In addition to Epic’s MegaGrant, we will pursue further grants, sponsorships, and collaborations to supplement our funding and ensure longevity.

  • Revenue-sharing model: Projects developed within the Hub, such as games for Ctrl V arcades, will provide opportunities for students to generate funds and help sustain the operation of the Learning Hub.

4. Timeline of Staggered Rollout with Franchise Partners
The staggered rollout of the LAZR Learning Hub, in partnership with Ctrl V, will proceed as follows:

  • Phase 1 (Year 1-2): The Ctrl V franchise will be established to provide esports competitions, virtual reality experiences, and game development projects. During this phase, we will launch initial Unreal Engine workshops and provide access to basic curriculum for local CTE and college programs.

  • Phase 2 (Year 2-3): Expand the Learning Hub to integrate virtual production and game design courses. The Hub will offer training for educators and advanced students, with the curriculum refining and growing based on community feedback.

  • Phase 3 (Year 4): Broaden the esports and virtual production components, working with CTE programs, colleges, and local high schools to provide hands-on projects. We will also collaborate with Ctrl V on larger-scale esports competitions and game showcases.

  • Phase 4 (Year 4 and beyond): The Hub will release a full open-source curriculum, certifying students in Unreal Engine and virtual production, while supporting the growth of indie developers through game creation projects for Ctrl V arcades.

5. Qualifications to Lead This Project
I bring a wealth of experience in game design, virtual production, and educational program development, having worked with companies like Nintendo and Google, and turned around art programs at Title I schools. With expertise in Unity3D and Unreal Engine, and a history of mentoring students in both creative and technical fields, I am well-positioned to lead this project. Additionally, my successful management of a company for over a decade has given me the business acumen necessary to ensure the financial and operational success of the Learning Hub.
6. Technology Requirements
The LAZR Learning Hub will require the following technology to support its objectives:

  • High-end workstations: Capable of running Unreal Engine for game design, virtual production, and esports development, with a minimum of 20 workstations to start.

  • VR and XR hardware: For immersive esports experiences and virtual production, we will need virtual reality (VR) and mixed reality (XR) headsets to support student projects and esports events.

  • Networking and esports infrastructure: To facilitate large-scale esports competitions and real-time collaboration on game development projects, we will require servers and robust networking equipment.

  • Ctrl V-specific technology: Equipment that allows for game development testing and esports event hosting within the Ctrl V arcades.

7. Free Curriculum and Resource Support for Local Programs
The LAZR Learning Hub will offer a free, open-source curriculum designed to serve CTE and college programs in the region, providing training in Unreal Engine and access to our facility for hands-on learning. Our curriculum will cover:

  • Game design fundamentals: Introductory lessons on using Unreal Engine for game development.

  • Virtual production: Training modules focused on using Unreal Engine for filmmaking, virtual events, and architectural visualization.

  • Esports management and production: Practical lessons in organizing and managing esports events, giving students real-world experience in this growing industry.

  • Support for educators and CTE programs: By partnering with local schools and colleges, we will ensure that educators have the resources to integrate Unreal Engine into their classrooms, with SCORM-compliant content that aligns with Learning Management Systems (LMS). The Hub will also serve as a training resource, helping educators and students alike develop the skills necessary for careers in virtual production and game design.

  • Funding sustainability: Through the development of franchise partnerships like Ctrl V, we will ensure that all training and access remain free to students and educators. These partnerships will also enable us to hire paid professionals to enhance the quality of training and mentorship offered at the Learning Hub.

8. Why starting with Ctrl V matters. 
We are planning a multi-purpose game design hub focused on education and production using Unreal Engine technology. It will serve as an incubator where students and community members work on real-world game development projects, blending entertainment, education, and innovative technology.
Here’s a breakdown of the key features of this hub:
Game Design and Production

  • Focus on Unreal Engine: The hub will utilize Unreal Engine, emphasizing cutting-edge VR, XR, and holographic technology for game creation. This gives students and participants access to industry-standard tools, preparing them for real-world careers.

  • Educational Collaboration: The hub will provide an environment where students can learn game design and development, focusing on teamwork, project management, and production pipelines.

  • Franchise Involvement: By leveraging franchises like Ctrl V VR arcade, Axiom’s Hologram Zoo and Eva's Esports franchise, the hub will sustain its development, ensuring high-quality content creation and engagement with a broader audience​(virtualrealityfranchise)​(franchisesolutions).

Incubator for Game Development

  • Real-World Skill Building: Students will work on collaborative projects that simulate real-world production environments. These projects will have the potential to reach a commercial level, with the possibility of approval for use in platforms like Ctrl V arcades​(virtualrealityfranchise)​(ifpg).

  • Shared Equipment: The hub will offer shared hardware and development stations for students and developers, ensuring they have access to all necessary resources to create VR and other immersive experiences​(ifpg).

CTE and Community Engagement

  • Volunteers and Mentorship: The hub will involve volunteers from HBCUs, local colleges, and K-12 teachers, creating a community-driven space for learning and development.

  • Practical Integration: Students will integrate what they learn into real-world settings, producing content that solves actual problems, promotes innovation, and fosters a pool of indie-ready developers in North Carolina​(
    virtualrealityfranchise)​(franchisegator).

In essence, the Epic FEC is a game development hub designed to foster real-world experience, community involvement, and cutting-edge technological innovation. It will empower students and emerging developers by providing them with the tools, guidance, and opportunities to produce games and experiences that can eventually reach commercial platforms like Ctrl V.
9. How the Hologram Zoo would help the LAZR learning HUB and how it integrates with the NC CTE standards
 
The Hologram Zoo would be an excellent fit for the Learning Hub for several key reasons:
1. Immersive Learning Experience:
The Hologram Zoo's ability to blend holographic technology with interactive experiences would provide students with a truly immersive learning environment. By integrating this into the Unreal Engine-based curriculum, students can explore 3D modeling, animation, and interactive design in a unique, hands-on way. The realism and depth offered by holographic projections can spark creativity, allowing students to see their designs come to life in real-time, bridging the gap between imagination and execution.
2. Real-World Technology Exposure:
Introducing students to cutting-edge holographic technology prepares them for careers in industries where immersive technologies are rapidly becoming standard. The Hologram Zoo franchise could serve as a platform where learners gain practical experience with emerging tech, making them competitive candidates in fields like entertainment, education, healthcare, and more. The Unreal FEC would allow students to experiment with and develop projects that incorporate this technology, enhancing their portfolios and employability.
3. Engaging Franchise-Based Sustainability:
Franchises like the Hologram Zoo are attention-grabbing and engaging for all age groups. By using this franchise as a key attraction at the FEC, the center would have a strong appeal to the general public as well as students, ensuring consistent foot traffic and exposure. This helps raise awareness and funding, contributing to the center’s financial sustainability. Additionally, the Hologram Zoo could act as a showcase, demonstrating to potential investors and partners the kinds of advanced, interactive learning experiences available at the center.
4. Cross-Disciplinary Learning Opportunities:
The Hologram Zoo fits perfectly within a learning hub that focuses on Unreal Engine development because it encourages cross-disciplinary learning. Students can engage in various aspects of development—such as 3D modeling, coding, visual effects, and storytelling—while contributing to the creation and maintenance of the Hologram Zoo exhibits. This allows for the development of a wide range of skills, from programming and design to user experience and project management.
5. Community and Educational Outreach:
The Hologram Zoo also supports the Unreal FEC’s broader mission of community engagement and education. It can be used to teach important lessons about wildlife, conservation, and the environment in a dynamic, tech-driven way. For underserved communities, this level of interactive, high-tech education offers a rare opportunity to access resources and experiences that would otherwise be out of reach, aligning with the center’s goal of making high-quality, cutting-edge education accessible to all.
Incorporating the Hologram Zoo into the Unreal Family Entertainment Center would not only enhance the educational offerings but also create an exciting and engaging environment that appeals to a wide audience while promoting real-world technological skills.
10 How The EVA - Esports Virtual Arenas (EVA) can make an even bigger impact on the LAZR learning hub

 
The EVA - Esports Virtual Arenas (EVA) would be an excellent fit for the LAZR learning Hub for several compelling reasons:
1. Engagement through Esports
Esports is one of the fastest-growing industries globally, attracting a young and tech-savvy audience. By integrating EVA’s virtual arenas into the Epic FEC, you can tap into this audience and provide an engaging, competitive environment where students can learn and develop skills through gameplay. Esports naturally fosters teamwork, strategic thinking, and quick problem-solving—core competencies that align with the learning goals of your hub.
2. Real-World Skill Development
EVA’s platform is built on advanced technologies such as VR and free-roam gaming, aligning perfectly with the Unreal Engine development and XR/VR technologies that are central to the Epic FEC and learning hub. Students can gain hands-on experience by working within a professional-level Esports environment, learning both game development and the operational aspects of running competitive gaming arenas. This adds significant value by introducing them to game production, tournament management, and event coordination—skills that are transferable to many other industries.
3. High-Tech Infrastructure Integration
EVA’s reliance on high-end VR setups, free-roam technologies, and holographic displays will allow for a seamless integration into the Epic FEC’s infrastructure, which already emphasizes cutting-edge hardware and innovative platforms. The shared focus on emerging technologies like Unreal Engine’s VR and holographic systems makes EVA a natural complement to the center’s mission of educating students using real-world, industry-standard tools.
4. Franchise Synergy for Sustainability
By incorporating the Esports Virtual Arenas into the broader ecosystem of the Unreal Family Entertainment Center, EVA can serve as both a financial and educational engine. The Esports competitions hosted through EVA will generate revenue through events, sponsorships, and ticket sales, contributing to the sustainability of the center. Meanwhile, these competitions provide students the opportunity to showcase their skills in a competitive environment, potentially raising funds for their education or development projects, much like the planned initiatives with Axiom’s Hologram Zoo franchise.
5. Collaboration and Community Building
The competitive and collaborative nature of Esports brings together students, educators, and industry professionals. EVA would help establish a community within the FEC where students work together in teams, learn from experienced Esports coaches, and receive mentorship from industry leaders. This creates a dynamic learning environment, reinforcing your teamwork pedagogy while preparing students for careers in game development, virtual event management, and Esports production.
6. Career Pathways in a Growing Industry
Esports is a booming industry with career opportunities ranging from game development and tournament organization to broadcast production and team management. EVA would help students see the real-world applications of their learning by providing hands-on experience in a professional Esports setting. This exposure would open up new career paths for students, bridging the gap between education and industry, particularly in the areas of VR gaming, Esports management, and game production.
7. Innovative Learning Experiences
The EVA arenas could serve as interactive classrooms, where students not only play but also learn by building custom game environments, creating mods, and even designing virtual arenas for future tournaments. Using the Unreal Engine, students can develop assets and mods that could potentially be integrated into EVA, providing them with a direct connection between their learning and professional-level game development.
8. Appeal to Broad Audiences
Esports has a wide appeal across different demographics, from hardcore gamers to casual participants. This diversity would help draw a broader audience to the Epic FEC and learning hub, increasing exposure and interest in the center’s other educational programs. EVA’s presence would ensure a steady flow of visitors, from families to dedicated Esports teams, further boosting community involvement and the visibility of your learning initiatives.
Conclusion
Incorporating EVA - Esports Virtual Arenas into the Epic Family Entertainment Center would provide a unique blend of entertainment, education, and skill development. It enhances the learning hub’s focus on real-world technology and game development while supporting its mission to prepare students for careers in the creative and tech industries. EVA’s ability to engage students through competition, teamwork, and innovation would make it a key element in achieving both educational and financial sustainability for the center.

Epic MegaGrant Proposal: LAZR EDU HUB

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