Download presentation
Presentation is loading. Please wait.
1
Underlying Technologies Part Two: Software Mark Green School of Creative Media
2
Introduction Software not as easy as hardware: wide range of software techniques, hard to classify like hardware wide range of software techniques, hard to classify like hardware several components that need to work together, hard to know where to start several components that need to work together, hard to know where to start wide range of hardware configurations, not as simple as 2D software wide range of hardware configurations, not as simple as 2D software
3
Hardware Configurations In 2D have a standard hardware configuration: input: keyboard and mouse input: keyboard and mouse output: single 2D display output: single 2D display with 3D can have many configurations: HMD HMD projection projection single screen single screen
4
Hardware Configurations Want to produce an application once, not once for every possible hardware configuration software needs to be more adaptable, change based on hardware configuration complicates the development of support software
5
Range of Software Techniques Want our software to be very efficient: reduce latency, high update rates some applications can be quite large, need to efficiently organize data all of this complicates VR software, too many things to consider, hard to know where to start
6
Components What are the main components of a VR application? 3D Objects: geometry and appearance, but may also want sound and force 3D Objects: geometry and appearance, but may also want sound and force Behavior: the objects need to be able to do things, move and react Behavior: the objects need to be able to do things, move and react Interaction: users want to interact with the application, manipulate the objects Interaction: users want to interact with the application, manipulate the objects
7
3D Objects Need object geometry, object’s shape, basis for everything else, called model polygons used for geometry, sometimes restricted to triangles different from animation, free form surfaces based on sophisticated math need speed, so restricted to polygons
8
3D Objects Where does geometry come from? Really depends on the application Could use a text editor to enter all the polygon vertices, some people actually do this! Could use a program, for example OpenGL, works for small models
9
3D Objects Use a 3D modeling or animation program for non-programmers this is the easiest way, but it takes time to develop modeling skills also many different program and file formats want a modeler that does a good job of polygons, not all modelers are good at this
10
3D Objects Another source of objects is scientific and engineering computations can be easy to convert to polygons, already have position data other types of data can also be converted into geometry, but this can be more difficult
11
3D Objects Also need to consider appearance: colour of the object colour of the object how it reflects light how it reflects light transparency transparency texture texture can be done with modeler, or later in the VR program
12
Behavior How should objects behave? What happens when the user hits an object? What happens when the user hits an object? What happens when an object hits another object? What happens when an object hits another object? Can objects move around the environment? Can objects move around the environment? Each object could have a range of behaviors, react differently to different events in the environment
13
Behavior Behavior is harder than modeling animation programs can be useful, but not always animation is quite different: animator is in complete control, knows what’s happening all of the time animator is in complete control, knows what’s happening all of the time in VR the user is in control, can interrupt or mess up any animation in VR the user is in control, can interrupt or mess up any animation
14
Behavior Short animations (less than 5 seconds) can be useful, basic motion units other types of behaviors must be programmed or scripted more flexible, can respond to the events that occur in the environment easier to combine, objects can do two things at same time
15
Interaction Users want to interact with the environment pick up objects and move them around very different from 2D interaction much more freedom, more direct interaction still exploring the design space, not stable like 2D interaction still working on standard techniques
16
Application Structure look at application structure provides a framework for discussing various software technologies divide an application into various components, and then look at the components individually
17
Application Structure Model Application Processing Output Devices Input Devices Model Traversal Input Processing
18
Application Structure Model: representation of objects in the environment, geometry and behavior Traversal: convert the model into graphical, sound, force, etc output Input Processing: determine user’s intentions, act on other part of application application processing: non-VR parts of the application
19
Interaction Loop Logically the program consists of a loop that samples the user, performs computations and traverses the model Input processing Computation Model Traversal
20
Model Contains the information required to display the environment: geometry, sound, force geometry, sound, force behavior behavior the graphical part is the most developed, so concentrate on it try to position sound and force within this model
21
Geometry This is what we know the best need to have a graphical representation of objects in the environment: accurate shape representation accurate shape representation ease of modeling ease of modeling efficient display efficient display integrates with behavior integrates with behavior
22
Scene Graph Main technique for structuring the model based on hierarchical structure, divide the object into parts or components simplifies the modeling task, work on one part at a time easy to modify the individual parts add behaviors, sound, force, etc to the model
23
Scene Graph car Wheel Body
24
Scene Graph Individual units are called nodes: shapes: polygons, meshes, cubes, etc shapes: polygons, meshes, cubes, etc transformations: position the nodes in space transformations: position the nodes in space material: colour and texture of objects material: colour and texture of objects grouping: collecting nodes together as a single object grouping: collecting nodes together as a single object sounds sounds behavior behavior
25
Scene Graph Many different scene graph architectures, will look at one in more detail later differences: scene graph for whole VE Vs. one per object scene graph for whole VE Vs. one per object types of nodes in the scene graph types of nodes in the scene graph ease of modification, static Vs dynamic ease of modification, static Vs dynamic
26
Behavior Harder to deal with than geometry simple motions aren’t too bad, but much harder to get sophisticated behavior the general solution now is to write code, okay for programmers would like to have a higher level approach for non-programmers
27
Behavior Problem: want objects to respond to events in the environment can have some motions that are simple animations, but most of the motions need some knowledge of the environment example: an object moving through the environment must be aware of other objects so it doesn’t walk through them
28
Behavior Some simple motions produced by animating transformation nodes animation variables used to control transformation parameters, example: rotation or translation could import animations, use some form of keyframing package to produce the motion
29
Behavior Simple motions could be triggered by events in the environment example: collision detection, if an object is moving through the environment and a collision detected it changes direction hard to come up with good trigger conditions, a few obvious ones, but not much after that
30
Behavior Another approach is to use a general motion model best example of this is physics, try to simulate real physics in the environment this gives a number of natural motions, and objects respond to the environment works well in some environment, but has some problems
31
Behavior One problem is the complexity of the mathematics, often need to simplify computations can be a problem, particularly for complex objects hard to control, need to know forces and torque's that produce the desired motions, can be very hard to determine
32
Behavior Some attempts to produce general motion controllers maybe the eventual solution, but nothing much now use of scripting languages, can add some program control to the scene graph, but not full programming
33
Model Traversal The process of going through the model and generating the information to be displayed this is part software and part hardware, look through the entire process hardware parts have implications for how we build models and the graphics techniques used
34
A Simple Model A simplified model of the display process, explains hardware performance traverse geometry Pixel Model Screen
35
Traverse Traverse the model, determine objects to be drawn, send to graphics hardware usually combination software/hardware, depends on CPU and bus speed early systems were hardware, didn’t scale well many software techniques for culling models
36
Geometry Geometrical computations on polygons: transformations and lighting floating point intensive divide polygons into fragments, screen aligned trapezoid time proportional to number of polygons and vertices
37
Pixel Fill fragments, colour interpolation, texture mapping, transparency, hidden surface all the per pixel computations, time depends on number of pixels, also colour depth on low end displays scalable operations, can add more processors for more speed
38
Design Considerations Any of the stages could block, depend on display mix lots of small polygons cause traversal and geometry stages to block large polygons cause pixel stage to block can use buffers to reduce blocking a careful balancing process
39
Design Considerations CPU/Image Generator trade-off cheap boards just do pixel stage, use CPU for everything else: scales with CPU speed scales with CPU speed large polygons and texture mapping large polygons and texture mapping moving geometry onto board increases performance, trend in low cost displays
40
PC Hardware Evolution Start with CPU doing most of the work Graphics board: image memory image memory fill and hidden surface fill and hidden surface texture mapping texture mapping graphics speed determined by CPU, limited assistance from graphics card
41
Graphics Card Memory Memory used for three things: image store image store hidden surface (z buffer) hidden surface (z buffer) texture maps texture maps texture can be stored in main memory with AGP, but this isn’t most efficient better to have texture memory on board
42
Image Memory Amount depends on image size double buffer, two copies of image memory front buffer: image displayed on screen front buffer: image displayed on screen back buffer: where the next image is constructed back buffer: where the next image is constructed can construct next image while the current image is displayed, better image quality and faster display
43
Z Buffer Used for hidden surface removal z buffer: one value for each pixel, distance from eye to object drawn at that pixel when drawing a pixel, compare depth of pixel to z buffer if closer draw pixel and update z buffer otherwise, ignore the pixel
44
Graphics Acceleration Next step: move pixel operations to graphics card fill and z buffer 3D triangles add smooth shading and texture mapping CPU does traversal and geometry processing
45
Graphics Acceleration Next step: move geometry processing to graphics card CPU traverses model, send graphics primitives to display card all transformations and lighting done on graphics card less dependence on CPU
46
Current Trends Pixel processing (Geforce 2): a program that processes each pixel, control lighting and other effects support for multiple textures, etc Vertex processing (Geforce 3): a program processes each vertex, can change geometry at display time real-time deformations and IKA
47
Current Trends Move to programming all aspects of the graphics card (3DLabs VP series) Also making programming more sophisticated, closer to CPU Floating point textures and image memory (ATI and 3DLabs VP series) Higher dynamic range -> better image quality, better for programming
48
Input Processing Users need to interact with the environment they have a set of input devices, have position and orientation information need to translate this into their intentions Interaction Technique (IT): basic unit of interaction, converts user input into something the application understands
49
Input Processing Each IT address a particular interaction task, something that the user wants to do look at interaction tasks first, then talk a little bit about ITs for them interaction tasks divide into two groups: application independent: required by many different applications application independent: required by many different applications application dependent application dependent
50
Interaction Tasks Mainly look at application independent interaction tasks the main ones are: navigation navigation selection selection manipulation manipulation combination combination
51
Navigation Need to get from one part of the environment to another two types: local local global global with local navigation the destination is within view, move on continuous path from current location to destination
52
Navigation In global navigation the destination is remote, can’t move directly to it need some way of locating destination, and then some way of jumping to it variation: browsing / exploration don’t have a destination, exploring the environment or looking for particular objects
53
Selection The selection tasks involves selecting something there are several variations, depending upon what’s being selected: list or command selection list or command selection object selection object selection location selection location selection
54
Selection List selection: a pre-defined list of things to select from example: the commands on a menu need to present the list, and the user selects one item from the list object selection: number of objects not pre-defined, created by the user, changes in size as the program runs
55
Selection For object selection can’t just present a list of objects to be selected from location selection: selecting a point in space, may be used as location of object, or as part of an object’s shape can’t see a point in empty space, so this is harder than the previous two
56
Manipulation Standard set of object manipulations, change position, size and orientation grab the object and move it could also have deformations that change the object’s shape hard to get general techniques beyond the few standard ones
57
Combination Take two or more objects and put them together to form a new object need to match up the shapes exactly, so they join in the right way difficult to do unaided, usually need some form of constraint to simplify the process
58
Application Dependent Tasks Usually involve the application data ways of controlling the view of the data ways of manipulating the data example: a CAD or animation program will have a different set of manipulations than a network visualization program
59
Interaction Techniques Not a well established set of techniques, yet depend on input devices and style example: a fixed range device (tracker) sometimes works best with pointing at objects, while a puck or joystick might work better with grabbing need to try different combinations
60
Interaction Techniques Some problems encountered: distance: objects too far away to grab distance: objects too far away to grab feedback: how do you highlight the object that has been selected? feedback: how do you highlight the object that has been selected? Object to be selected may be hidden by other objects Object to be selected may be hidden by other objects object density may make selection and manipulation difficult object density may make selection and manipulation difficult
61
Application Processing Not much to say here some applications have a considerable amount of processing, computation based on user input don’t want this to effect application latency need to control resources devoted to computation, use other processors
62
Making it run right Now that we have an idea of what’s involved, how do we put it all together want to have low system latency, get images on the screen as fast as possible don’t want to wait for anything divide the application into components that execute separately
63
Decoupled Simulation Model Separate process for application computations, this is easy separate process for expensive input devices, trackers that need lots of computation or have latency a separate process for input processing and display maybe a separate process for model
64
Application Structure Model Application Processing Output Devices Input Devices Model Traversal Input Processing
65
Decoupled Simulation Model Each process can run at its own rate display process runs as fast as possible, doesn’t wait for other processes uses most recent value from input devices and application computation reduces system latency
Similar presentations
© 2025 SlidePlayer.com. Inc.
All rights reserved.