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1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun A.J.Jessurun@tue.nl
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2 Virtual Reality - History 1950 – Experience Theater 1957 – Sensorama (patented in 1962) 1970 – Artificial Reality 1977 – Aspen Movie Map 1985 – Cyber Space 1989 – Virtual Reality
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3 Virtual Reality Artificial environment that feels like a real environment. Interactive Immersive Real Time 3d Rendering Special peripherals: Gloves, Joysticks, Tracking, Head Mounted Display, Goggles, etc. Sounds, Force Feedback, Smell, etc.
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4 Mierlo Mathijs Normaal fouten Texturing fouten Specular fout Billboard bomen
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5 Mipmapping
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6 Zwarte Doos Versie zonder mipmapping Versie met mipmapping Transparantie fout in de bar Achtergrond met behulp van een cubical panorama gemaakt met TerraGen (http://www.planetside.co.uk/terragen/)http://www.planetside.co.uk/terragen/
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7 Zandpaviloen Model from Daan Willems (entered as an assignment 3 for Animation and Rendering 2003) Uses OpenSceneGraph Render to texture for lighting Shows environment map for water (bad effect) and windows (acceptable effect) Headlight effects. Show the clipping plane problem –Zandwrong, show clipping planes that are to far away –Zandright, shows accaptable clipping planes
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Powerwall 3d projection (active stereo) High Precision Head Tracking using 4 camera’s Emersiveness only for one person Wand for interaction with the Virtual Environment 3D Glasses with headtracker Uses Vizard for making Virtual Enivronments 8
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9 Vizard Wijk Test (Marc Obbens) Uses OpenSceneGraph and Vizard Made using OSGExp A lot of geometry Highly optimized Show on powerwall normal Demo in the Desk-Cave
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10 Max Object To Texture and Demo for using OpenSceneGraph Demo of the usage of the render to texture option in max. Do standard platform with teapot example Exporting the scene to OpenSceneGraph using OSGExp
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11 Demo Vizard Can be used for assignment 3 Scripting example: –Let objects drop out of a cup Demo Walktrough
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12 Demo Vizard Physics The drop the pencils out of the cup demo import viz viz.go() viz.MainView.setPosition(5, 5, -20) ground = viz.add('platform.osg') ground.setScale(10, 1, 10) ground.setPosition(0, -5, 0) print ground.collideBox() ground.disable(viz.DYNAMICS) cup = viz.add('cup.osg') cup.collideMesh() #cup.enable(viz.DYNAMICS) viz.MainView.lookat(cup.getPosition()) for i in range(-3, 3): box = viz.add('box.wrl') box.setScale(0.2, 3, 0.2) box.translate([i * 0.2, 3, i * 0.2]) box.collideBox() viz.phys.enable() cup.addAction(vizact.spinto(1, 0, 0, -120, 10))
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Demos Powerwall – Engine Desk Cave – Movaris + Vizard Wijk Test Occulus – Movaris Smart Home 13
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14 Demo Desk-CAVE Virtuele Campus Movaris Vizard Wijk Test
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15 Demo Walkrough Movaris model with interactive doors Uses Vizard Level of detail Photo’s for textures Demo in Desk-Cave
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16 Demo SmartHome Interactive demo using touchscreen Vertex Shaders Particle System Baked Textures Change Lighting
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Oculus Rift Kickstarter Head Mounted Display DSLab: first developer version Palmer Lucky, John Carmack March 2014 Facebook bought Oculus VR. 90 Degrees FOV Resolution: 1280×800 (>640 x 800 per eye). Consumer version will have higher resolution. 3DoF headtracker (uses gyros, accelerometers and magnetometers) - later versions have faster responsetime. 17
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