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Lecture 3. Virtual Worlds : Representation,Creation and Simulation
고려대학교 그래픽스 연구실
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Contents Representation of Virtual Worlds Creation of virtual Worlds
Simulation of Virtual Worlds Simulation of Virtual Agents
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Representation of Virtual Worlds
1. Overview Geometry representation vs. Knowledge representation 2. Scene representation 3. Case study OpenInventor VRML OpenFlight Kitten
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1. Overview geometry vs. knowledge repNs
Knowledge representation in AI First-order logic Semantic network Frame Symbolic symbolic representation Inferencing (reasoning) by the symbolic manipulation Expressiveness vs. effectiveness in inferencing good for dealing with abstract concepts.
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Object representation in CG
graphic primitives -- vertex, edge, polygon, voxel, pixel surface representation volumetric representation display list scene graph good for representing geometrical information.
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World representation in VR : ???
Knowledge representation in AI : Symbolic - 1st order logic - semantic nets - frames World representation in VR : ??? geometric physical behavioral symbolic Object representation in CG : Geometrical - volumetric - surface - scene graph
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2. Scene representation Geometric properties Physical properties
kinematic properties dynamic properties Behavioral properties mechanical cognitive emotional social Expressiveness vs. Effectiveness in computing (interaction, simulation, rendering)
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3. Case study Inventor VRML OpenFlight Kitten
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Inventor Scene graph A scene is represented by one (or many) scene graph(s). scene graph = an acyclic directed graph (nodes + action + state) Nodes represents … shape attributes camera light
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Scene Graphs example
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Actions to be applied to the scene graph
rendering picking searching storing computing a bounding box
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States are represented by the state elements…
current geometrical transformation current material current lighting model current drawing style current coordinates current viewing specification
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Node types shape nodes property nodes group nodes
cube, cylinder, sphere, mesh, … property nodes material, lighting model, texture, environments (e.g., fog) group nodes separator, LoD, switch
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Other scene objects engine sensor manipulator for animation
for applying constraints between objects sensor a node that detects changes in the scene graph, and calls a function data sensor timer sensor manipulator
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VRML VRML : Representation of Virtual Worlds over Internet
Single format to describe ‘Everything’ about VR scene A kind of standard format for VW representation Platform-independent Metaphor-independent Network-language Worst case consideration : Low-bandwidth, High-latency Hyperlink(URL) to reference other objects via Internet
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Enhanced static worlds Interaction Animation Scripting Prototyping
VRML Static 3D World Enhanced static worlds Interaction Animation Scripting Prototyping VRML Components Geometrical specification Behavioral specification Network specification
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Components of VRML Object representation Behavior representation
Geometrical representation Polygon, Texture, 3D text, LoD Parameters for behavior description ex) DEF Headlight { field SFFloat Intensity 0.5 } Behavior representation Passing events between object/script Event = EVENT_TYPE + VALUE ex) eventIn SFBool OpenDoor Internal / External / User event Language-scripts to process events function which Input is EVENT ex) public void OpenDoor(SFBool value, SFTime ts) various language type : Java, C, perl, Tcl/Tk, ...
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Components of VRML (continue)
Scene representation Geometrical relationship among objects Description of geometrical property of objects Hierarchical scene graph Logical relationship between objects Description of behavioral relationship of objects Graph consists of links from Out-event to In-event Network-related representation Reference of remote object Hyperlink to remote scene
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DirectionalLight { # First child
Transform { # Third child - a blue box translation rotation children [ Shape { geometry Box {} appearance Appearance material Material { diffuseColor } # Blue } ] ] # end of children for world #VRML Draft #2 V2.0 utf8 Transform { children [ DirectionalLight { # First child direction # Light illuminating the scene } Transform { # Second child - a red sphere translation 3 0 1 Shape { geometry Sphere { radius 2.3 } appearance Appearance material Material { diffuseColor } # Red ] [A Sample VRML file]
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VRML file contains header -- #VRML V2.0 utf8 # -- comments
White spaces -- “,”, blank, tab, newline Prototypes Childeren Nodes ROUTE statements
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Node spec. Collision { eventIn MFNode addChildren eventIn MFNode removeChildren exposedField MFNode children [] exposedField SFBool collide TRUE field SFVec3f bboxCenter field SFVec3f bboxSize field SFNode proxy NULL eventOut SFTime collideTime }
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Node example Collision { children [] collide TRUE bboxCenter 0 0 0
bboxSize proxy NULL }
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Nodes Grouping Nodes Special Groups Common Nodes Sensors Geometry
Geometric Properties Appreance Interpolators Bindable Nodes
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Scene Graph Grouping and Children Instancing -- DEF/USE Meter, Radian
Anchor, Billboard, Collision, Group, Transform Instancing -- DEF/USE Meter, Radian
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Events Routes Sensors Initilal event -> cascade
ROUTE CLICKER.enabled TO LIGHT.on Sensors ProximitySensor, VisibilitySensor, TouchSensor, CylinderSensor, PlaneSensor, SphereSensor Initilal event -> cascade
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Prototypes Extended node types Encapsulation Parameterization
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Scripts Logic into event cascade Initialize and Shutdown
Direct output(eventOut) Field access Browser Interface
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Interpolators Color, Coordinate, Normal, Orientation, Position, ScalarInterpolator exposedField MFFloat key exposedField MF<type> keyValue eventIn SFFloat set_fraction eventOut [S|M]F<type> value_changed
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Etc. EXTERNPROTO Inline Background Fog NavigationInfo Viewpoint
WorldInfo
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