Virtual Reality Systems

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Presentation transcript:

Virtual Reality Systems Presented by: Indrani indrani@cathedral-lonavala.org icweb12.wordpress.com April, 2013

Introduction What is VR? Virtual Reality (VR) is the illusion of a three-dimensional, interactive, computer-generated reality where sight, sound, and sometimes even touch are simulated to create pictures, sounds, and objects that actually seem real.

Introduction Major Concepts VR must allow the user to view the environment from any point and at any angle VR must allow the user to interact with objects in the environment. Major Concepts

History Ivan Sutherland (1960) MIT (1983) UNC (1986) First head mounted display and head tracking system MIT (1983) “Put That There” “The Aspen Movie Map” UNC (1986) Using “virtual world” term Walkthrough, Pixel Flow & Nanomanipulator systems

History (cont’d) NASA Ames Research Center VPL HMD, VPL Datagloves and BOOM Spatial (3D) Sound Super Cockpit VPL First Commercial VR Hardware & systems “Reality Build for Two” (RB2) “Body Electric”

History (cont’d) Myron Krueger Naval Postgraduate School GlowFlow, Meta play, Psychic space & Videoplace Naval Postgraduate School SIMNET NPSNET

Types of VR Immersive VR Use of Special Purpose Equipment Feel of Presence Immersive VR

Window on the World (WoW) Types of VR Also known as Desktop VR Use of a monitor to display the visual world Does not require special hardware Low Cost Low Performance Less Immersion Window on the World (WoW) ø ø

Types of VR Telepresence Real-time telepresence Delayed telepresence Interactions are reflected to some real world objects. Delayed telepresence Interactions are recorded, and after satisfaction is applied to the real-world object. Telepresence

Types of VR Augmented VR Computer generated inputs merged with the user’s view of the real world Augmented VR

Components of VR VR Hardware VR Software

VR Hardware Classification Primary user input interfaces Tracking interfaces Visual interfaces Auditory interfaces Haptic interfaces Olfactory interfaces Classification

Primary Interfaces Keyboard, Mouse, Joystick 3D Pointing Devices Spaceball CyberWand Ring Mouse EGG

Primary Interfaces (cont’d) Whole-hand and body input 5th Glove Handmaster ArmMaster TCAS Dataware

Tracking Interfaces Measure head, body, hand or eye motion Major Characteristics Resolution Accuracy System Responsiveness Sample rate, data rate, update rate and latency Major Technologies Magnetic Acoustics Optical

Tracking Interfaces (cont’d) Head & Body Tracking Polhemous IsoTrak II & FastTrak Flock of Bird VideoDesk Eye Tracking BioMuse DPI Eyetrackey

Visual Interfaces Important Factors Field of View (FOV) Resolution Refresh rate Brightness Color Important Factors

Visual Interfaces (cont’d) Head Mounted Display (HMD) Datavisor 10x HMD VR4000 I-glasses! VFX1 BOOM

Visual Interfaces (cont’d) Stereoscopic Glasses Shutter glasses Passive glasses Autostereoscopic HDVD

Auditory Interfaces Auralization Sonification Speech Recognition 3D simulation of a complex acoustic field Sonification Audible display of data Speech Recognition Some products Acoustetron II RSS-10 Sound Space Processor Q products

Haptic Interfaces Tactile (touch) Kinesthetic (force) CyberTouch Univ. of Salford Kinesthetic (force) HapticMaster PHANToM

Olfactory Interfaces Electronic Nose Storage Technologies Liquid Gel Microencapsulation Some Products BOC Group Olfactory Delivery System Univ. of Wollongong eNose

Software Components Input Process Simulation Process Rendering Process World Database

Input Process Control devices that send data to the computer Devices should be checked regularly (eg. per frame)

Simulation Process The core of a VR program handles interactions, object behaviors, simulations of physical laws and determines the world status A discrete process that is iterated once for each frame

Rendering Process Creation of the sensations that are output to the user Visual Rendering Using polygons to represent objects Ray tracing & lights Flat vs. smooth shading Z buffering Auditory, haptic and olfactory rendering

World Database Stores data on objects and the world ASCII vs. binary Single file vs. Database Centralized vs. distributed Standard vs. proprietary formats Virtual Reality Modeling Language (VRML)

Important Issues Interaction Techniques Navigation Techniques Collision Detection Level of Detail (LOD)

Interaction Techniques “Simple” Virtual Hand Ray-casting

Interaction Techniques (cont’d) Spotlight Aperture

Interaction Techniques (cont’d) Fishing reel Sticky Finger Scaled-world grab

Navigation Techniques Steering : direction and velocity hand-directed gaze-directed physical devices (steering wheel, flight sticks) Target-based point at object, list of coordinates Route planning place markers in world Mine, 1995

Collision Detection Very computationally intensive, but very important for presence and realism Bounding Volume (Sphere, Box, Convex Hull) Voronoi Region / Convex Decomposition Separating Planes

Level of Detail (LOD) When looking objects from a far, details not important Do not show details if they can’t be seen Reduces number of polygons significantly LOD management Automatic Pre-defined

Distributed VR The Multi-user environment A simulated world runs on several computers connected over a network. People can interact in real time, sharing the same virtual world

DVR Connectivity Approaches Send updates to every computer in the LAN Does not scale well Consumes a lot of bandwidth, so needs a dedicated LAN Has been used in SIMNET & DIS Broadcast

DVR Connectivity Approaches Send updates only to those that are interested. Uses the concept of Area Of Interest (AOI) to limit network traffic Each AOI is assigned to a multicast address Has been used in NPSNET Multicast

DVR Connectivity Approaches Point-to-point network connection Mesh model All users are connected to each other Has Been used in MASSIVE Client-server (start) model All users are connected to a central location Has been used in NVR, WNMS Unicast

DVR Issues Object Behaviour Dead Reckoning Static - level 0 Deterministic - level 1 Newtonian deterministic - level 2 Random - level 3 Dead Reckoning Sending current location and the velocity Repeat it when difference crosses threshold

VR on the Web Virtual Reality Modeling Standard (VRML) Java 3D API

VRML History Started in 1994 VRML V1.0 came out in May 95 ASCII-based, object-based modeling language VRML v1.0 is static, objects do not have behaviors VRML 2.0 (known as VRML97) is dynamic VRML97 is now ISO standard The binary version has also been developed History

VRML Viewers Usually act as a plugin for browsers Some standalone versions are also available Files have .wrl or .wrz extensions MIME Type V1.0 x-world/x-vrml V2.0 model/vrml Important plugins CosmoPlayer, WorldView, Cartona

VRML Example #VRML V2.0 utf8 Shape { appearance Appearance { material Material { } } geometry Cylinder { } Transform { translation 2 1 1.5 children [ material Material { } geometry Box { } ]

VRML Concept Right-handed Coordinate File Header Statement syntax #VRML V2.0 <encoding type> [comment] <line terminator> Statement syntax [DEF <name>] <nodeType> { <body> } Reusing nodes USE statement PROTO and EXTERNPROTO ROUTE statement Declaration types Field, exposedField, eventIn, eventOut

VRML Concept (cont’d) Field types SF vs. MF field SFBool SFColor and MFColor SFFloat and MFFloat SFImage SFInt32 and MFInt32 SFNode and MFNode SFRotation and MFRotation SFString and MFString SFTime SFVec2f and MFVec2f SFVec3f and MFVec3f

VRML Concept (cont’d) Scripting Java JavaScript VRMLScript

VRML Nodes Grouping nodes Geometry nodes Geometry related nodes Lighting nodes Sensory nodes Interpolator nodes Other nodes

Grouping Nodes Anchor Billboard Collision Group Inline LOD Switch Transform

Geometry Nodes Box Cone Cylinder ElevationGrid Extrusion IndexedFaceSet IndexedLineSet PointSet Sphere Text

Geometry Related Nodes Coordinate Color Normal TextureCoordinate Appearance Material ImageTexture PixelTexture MovieTexture TextureTransform

Lighting Nodes DirectionalLight PointLight SpotLight

Sensor Nodes Anchor Collision CylinderSensor PlaneSensor ProximitySensor SphereSensor TimeSensor TouchSensor VisibilitySensor

Interpolator Nodes ColorInterpolator CoordinateInterpolator NormalInterpolator OrientationInterpolator PositionInterpolator ScalarInterpolator Shared Fields eventIn SFFloat set_fraction exposedField MFFloat key [...] exposedField MF<type> keyValue [...] eventOut [S|M]F<type> value_changed

Other Nodes Script node Background Fog Sound AudioClip ViewPoint WorldIndo NavigationInfo

JAVA 3D Java 3D is a network-centric, scene graph-based API, that revolutionizes 3D graphics application development Benefits to end-users Application portability Hardware independence Performance scalability Rich set of 3D features High-level, Object-oriented paradigm Wide variety of file formats

Java 3D Architecture Independent asynchronous components Automatic rendering Behavior and sound scheduling Event generation (collision detection) Input device management Java 3D renderer chooses traversal order Neither left-to-right nor top-to-bottom Except spatially bounded attributes

Java 3D Scene Graph Hierarchy

VR Applications Education Crossing street Construct3D

Treatment of Acrophobia VR Application Treatment of Acrophobia

VR Applications Recreation

VR Application Design

VR Application Simulation Being 747 Flight Simulation

VR Application User Interface WNMS

VR Application Telepresence Telesurgery Augmented surgery TeleRobotics

Information Visualization VR Application Information Visualization Quick Sort Acetic Acid

VR Application Entertainment Virtual racing

VR Application Military

Conclusion VR introduces a new way of interacting with computers The best of VR is yet to come Web is very suitable for VR applications, but the proper technology is not yet there

Thank You for Listening