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VIRTUAL REALITY IN ROBOTICS

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Presentation on theme: "VIRTUAL REALITY IN ROBOTICS"— Presentation transcript:

1 VIRTUAL REALITY IN ROBOTICS
PART-2 Wikitechy

2 Microsoft most valuable professional
Microsoft web developer advisory council member Hcl subject matter expert Mind cracker most Valuable professional Leading lights rising Star australia champion HCL Service delivery Excellence award Hcl sql knowledge champion DNS Most valuable member

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

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

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

13 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

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

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

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

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

18 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

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

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

21 Software Components Input Process Simulation Process Rendering Process
World Database

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

23 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

24 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

25 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)

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

27 Interaction Techniques
“Simple” Virtual Hand Ray-casting

28 Interaction Techniques (cont’d)
Spotlight Aperture

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

30 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

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

32 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

33 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

34 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

35 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

36 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

37 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

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

39 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

40 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 V model/vrml Important plugins CosmoPlayer, WorldView, Cartona

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

42 VR workshop code <body> <a-scene>
<html> <head> <meta charset="utf-8"> <title>"welcome to 3D workshop"</title> <script src="js/aframe.js"></script></head> <body> <a-scene> <a-assets> <img id="back" src="img/backgroud1.jpg"> <img id="robot" src="img/robot-gun.jpg"> </a-assets> <a-sky id="image-360" Color="#C1C1C1"> </a-sky> <a-entity position=" "> <a-image src="#robot" width="7" height="10"></a-image></a-entity> <a-entity position="3 1 -6"> <a-sphere radius="0.5" color="#FFC65D"> <a-animation attribute="visible" from="false" to="true" delay="1500" dur="1" fill="both"> </a-animation> </a-sphere> </a-entity> </a-scene> </body> </html>

43 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

44 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

45 VRML Concept (cont’d) Scripting Java JavaScript VRMLScript

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

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