Virtual Reality Mirror Lake

Initial Studies

As part of the Virtual Reality component of the Lost Waters project, we began by studying the historical Olmsted contour plan of The Ohio State University campus. This foundational map provided critical topographic information, which we imported into Rhino to trace one-foot contour lines by hand. Through this process, we were able to approximate the origin and path of the now-buried Neil Run stream, aligning it with the historical location of Mirror Lake and referencing earlier campus plans to validate its trajectory. Once the contours were fully traced, we extruded them to create a 3D surface model accurately representing the historic topography. This Rhino model was then imported into Unreal Engine, where we utilized the landscape tool to generate a highly detailed and hyper-realistic terrain mesh. This allowed us to reconstruct the lost stream valley with visual and spatial fidelity, creating an immersive VR experience that brings the pre-urbanized landscape to life.

In developing the VR landscape within Unreal Engine, we turned to the Quixel Megascans library to populate the environment with realistic vegetation. Guided by our plant catalog—compiled through historical records and ecological research—we identified native and historically present species that would have existed along the Neil Run stream corridor. While we were unable to model each plant species individually due to time and resource constraints, we carefully selected Quixel assets that closely resembled the foliage types found in our research. This involved matching leaf shape, color, and plant structure as closely as possible to maintain ecological authenticity. By thoughtfully curating these assets, we were able to evoke the look and feel of the original riparian landscape, creating a visually immersive scene that stays true to the historical and botanical character of the site.

The Emerging Technology Studio (ETS) at Ohio State played a crucial role in the logistical and technical execution of the Virtual Reality experience. In addition to supporting the overall workflow, ETS assisted in exporting and calibrating a simplified version of the VR landscape to function on remote headsets, ensuring accessibility for users without high-end hardware. Because the advanced foliage assets used from the Quixel library required significant graphical processing, a more immersive and detailed version of the VR world was reserved for experiences using a direct link to a computer. ETS’s expertise ensured smooth performance across platforms and helped balance visual fidelity with technical limitations. More information about their involvement can be found on their website: https://asctech.osu.edu/ets/lostwaters.

Cinematics

Utilizing the Virtual Reality (VR) capabilities of Unreal Engine, we developed an immersive, historically inspired simulation of Mirror Lake as it may have appeared at The Ohio State University in 1895. Through the integration of high-quality assets from the Quixel Bridge Megascans library, the environment was constructed with exceptional realism, featuring accurately detailed natural elements such as vegetation, rock formations, and water surfaces. These photorealistic assets were carefully curated and adapted to reflect the historical character of the site. The combination of Unreal Engine’s powerful rendering features and the Megascans library enabled the creation of a vivid, interactive experience that allows users to explore a digitally reconstructed past with both visual and spatial fidelity.

Virtual Reality

This series of immersive VR videos demonstrates how users can experience the virtual environment from a first-person perspective. Using both the left and right joysticks, users are able to navigate freely in any direction, allowing for intuitive and responsive movement within the space. In addition to directional control, the VR system supports full-body interaction, enabling users to bend, rotate, and perform a range of natural motions as they would in the physical world. These capabilities work together to create a highly engaging and lifelike experience within the virtual environment.

Third Person

To accommodate users who are more prone to motion sickness or prefer a traditional interface, a third-person experience was also developed for PC. In this version, users control an on-screen character using standard keyboard and mouse inputs, offering a more comfortable and accessible alternative without compromising the richness of the environment.