Relevant OpenGL Routines Hierarchy...

15
Hierarchical Modeling A node represents: – rotation(s) geometric primitive(s) – Transformations The root can be anywhere (hip) Control for each joint angle, plus global position and orientation hip torso head l. arm2 l. arm1 r. arm1 r. arm2 l. leg1 l. leg2 r. leg1 r. leg 2 shoulder neck Relevant OpenGL Routines glPushMatrix(), glPopMatrix() push and pop the stack. push leaves a copy of the current matrix on top of the stack glLoadIdentity(), glLoadMatrixd(M) load the Identity matrix, or an arbitrary matrix, onto top of the stack glMultMatrixd(M) multiply the matrix C on top of stack by M. C = CM glOrtho (x0,y0,x1,y1,z0,z1) set up parallel projection matrix glRotatef(theta,x,y,z), glRotated(…) axis/angle rotate. “f” and “d” take floats and doubles, respectively glTranslatef(x,y,z), glScalef(x,y,z) translate, scale. (also exist in “d” versions.) B q p A r Trans -r Rot v Trans q A Trans -p Rot u Trans T B OpenGL Example glLoadIdentity(); glOrtho(…); glPushMatrix(); glTranslatef(Tx,Ty,0); glRotatef(u,0,0,1); glTranslatef(-px,-py,0); glPushMatrix(); glTranslatef(qx,qy,0); glRotatef(v,0,0,1); glTranslatef(-rx,-ry,0); Draw(A); glPopMatrix(); Draw(B); glPopMatrix(); Hierarchy methods Object Oriented Push matrix stack – Implies depth-first traversal Do type-specific transform Recurse on its children, and pops.

Transcript of Relevant OpenGL Routines Hierarchy...

Page 1: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Hie

rarc

hica

l Mod

elin

g

•A

nod

e re

pres

ents

:–

rota

tion(

s)

–ge

omet

ric

prim

itive

(s)

–T

rans

form

atio

ns

The

roo

t can

be

anyw

here

(h

ip)

Con

trol

for

eac

h jo

int a

ngle

, pl

us g

loba

l pos

itio

n an

d or

ient

atio

n

hip

tors

o

head

l. ar

m2

l. ar

m1

r. a

rm1

r. a

rm2l.

leg1

l. le

g2

r. le

g1

r. le

g 2

shou

lder

neck

Rel

evan

t Ope

nGL

Rou

tine

s

•gl

Push

Mat

rix(

),gl

PopM

atri

x()

–pu

sh a

nd p

op th

e st

ack.

pus

h le

aves

a c

opy

of th

e cu

rren

t m

atri

x on

top

of th

e st

ack

•gl

Loa

dIde

ntity

(),g

lLoa

dMat

rixd

(M)

–lo

ad th

e Id

entit

y m

atri

x, o

r an

arb

itra

ry m

atri

x, o

nto

top

of th

e st

ack

•gl

Mul

tMat

rixd

(M)

–m

ulti

ply

the

mat

rix

C o

n to

p of

sta

ck b

y M

. C

= C

M

•gl

Ort

ho(x

0,y0

,x1,

y1,z

0,z1

)–

set u

p pa

ralle

l pro

ject

ion

mat

rix

•gl

Rot

atef

(the

ta,x

,y,z

),gl

Rot

ated

(…)

–ax

is/a

ngle

rot

ate.

“f”

and

“d”

take

flo

ats

and

doub

les,

res

pect

ivel

y

•gl

Tra

nsla

tef(

x,y,

z),g

lSca

lef(

x,y,

z)–

tran

slat

e, s

cale

. (al

so e

xist

in “

d” v

ersi

ons.

)

Bq

p

Ar

Tra

ns -

r

Rot

v

Tra

ns q

A

Tra

ns -

p

Rot

u

Tra

ns T

B

Ope

nGL

Exa

mpl

e

glL

oadI

dent

ity()

;gl

Ort

ho(…

);gl

Push

Mat

rix(

);gl

Tra

nsla

tef(

Tx,

Ty,

0);

glR

otat

ef(u

,0,0

,1);

glT

rans

late

f(-p

x,-p

y,0)

;gl

Push

Mat

rix(

);gl

Tra

nsla

tef(

qx,q

y,0)

;gl

Rot

atef

(v,0

,0,1

);gl

Tra

nsla

tef(

-rx,

-ry,

0);

Dra

w(A

);gl

PopM

atri

x();

Dra

w(B

);gl

PopM

atri

x();

Hie

rarc

hy m

etho

ds

•O

bjec

t Ori

ente

d

•Pu

sh m

atri

x st

ack

–Im

plie

s de

pth-

firs

t tra

vers

al

•D

o ty

pe-s

peci

fic

tran

sfor

m

•R

ecur

seon

its

child

ren,

and

pop

s.

Page 2: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Inte

ract

ive

App

lica

tion

s

•H

ow d

o w

e ad

d in

tera

ctiv

e co

ntro

l?•

Man

y di

ffer

ent p

arad

igm

s–

Exa

min

er =

> O

bjec

t in

hand

–Fl

y-th

ru =

> I

n a

virt

ual v

ehic

le p

od–

Wal

k-th

ru =

> C

onst

rain

ed to

sta

y on

gro

und.

–M

ove-

to /

re-c

ente

r =

> P

ick

a lo

catio

n to

fly

to.

•C

ollis

ion

dete

ctio

n?–

Can

we

pass

thru

obj

ects

like

gho

sts?

Inte

ract

ive

App

lica

tion

s

•W

hat d

o w

e us

e to

con

trol

the

mot

ion?

–M

ouse

•O

ne-b

utto

n, tw

o-bu

tton,

thre

e-bu

tton

•W

hat b

utto

n do

es w

hat?

•O

nly

whe

n m

ouse

is c

licke

d do

wn,

rel

ease

d up

, or

cont

inuo

usly

as

the

mou

se m

oves

?

–K

eybo

ard

•A

rrow

key

s?

Inpu

t Dev

ices

•In

tera

ctiv

e us

er c

ontr

ol d

evic

es–

Mou

se

–3D

poi

nter

-Po

lhem

us,M

icro

scri

be, …

–Sp

aceb

all

–H

and-

held

wan

d

–D

ata

Glo

ve

–G

estu

re

–C

usto

m

Page 3: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

A V

irtu

al T

rack

ball

•A

rat

her

stan

dard

and

eas

y-to

-use

inte

rfac

e.

•E

xam

iner

type

of

inte

ract

ion.

•C

onsi

der

a he

mi-

sphe

re o

ver

the

imag

e-pl

ane.

•E

ach

poin

t in

the

imag

e is

pro

ject

edon

to th

e he

mi-

sphe

re.

A V

irtu

al T

rack

ball

•Po

ints

insi

de th

e pr

ojec

tion

of th

e he

mi-

sphe

re a

re

map

ped

up to

the

surf

ace.

–D

eter

min

e di

stan

ce f

rom

poi

nt (

mou

se p

ositi

on)

to th

e im

age-

plan

e ce

nter

.

–Sc

ale

such

that

poi

nts

on

the

silh

ouet

te o

f th

e sp

here

ha

ve u

nit l

engt

h.

–A

dd th

e z-

coor

dina

te to

norm

aliz

e th

e ve

ctor

.

A V

irtu

al T

rack

ball

•D

o th

is f

or a

ll po

ints

.

•K

eep

trac

k of

the

last

trac

kbal

l (m

ouse

) lo

catio

n an

d th

e cu

rren

t loc

atio

n.

•T

his

is th

e di

rect

ion

we

wan

t the

sce

ne to

mov

e in

.

•T

ake

the

dire

ctio

n pe

rpen

dicu

lar

to th

is a

nd u

se

it as

the

axis

of

rota

tion.

•U

se th

e di

stan

ce b

etw

een

the

two

poin

ts to

det

erm

ine

the

rota

tion

angl

e (o

r am

ount

).

A V

irtu

al T

rack

ball

•R

otat

ion

axis

:

Whe

re, v

1an

d v 2

are

the

mou

se p

oint

s m

appe

dto

the

sphe

re.

v 1

v 2

12

uv

v=

⊗�

��

Page 4: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

A V

irtu

al T

rack

ball

•U

se g

lRot

atef

( an

gle,

u x, u

y, u z

)•

Slig

ht p

robl

em: W

e w

ant t

he r

otat

ion

to b

e th

e la

st o

pera

tion

perf

orm

ed.

•E

asily

fix

ed:

–R

ead

out t

he c

urre

nt G

L_M

OD

EL

VIE

Wm

atri

x–

Loa

d th

e id

entit

y m

atri

x–

Rot

ate

–M

ultip

ly b

y th

e sa

ved

GL

_MO

DE

LV

IEW

mat

rix

Vir

tual

Rea

lity

Rog

er C

raw

fis

Vir

tual

rea

lity

tech

nolo

gy

•m

any

defi

nitio

ns o

f vi

rtua

l rea

lity

(VR

), f

or e

xam

ple:

•"t

he c

reat

ion

of th

e ef

fect

of

imm

ersi

on in

a c

ompu

ter-

gene

rate

d th

ree-

dim

ensi

onal

env

iron

men

t in

whi

ch o

bjec

ts

have

spa

tial p

rese

nce"

[B

ryso

n &

Fei

ner,

199

4]

•"t

hing

s as

opp

osed

to p

ictu

res

of th

ings

•in

tera

ctio

n, n

ot c

onte

nt

•m

any

vari

atio

ns, d

eskt

op V

R, f

ish

tank

VR

, aug

men

ted

real

ity

Rel

ated

term

inol

ogy

•vi

rtua

l env

iron

men

t

•vi

rtua

l wor

ld

•ar

tific

ial r

ealit

y

•au

gmen

ted

real

ity

•te

lepr

esen

ce

•T

eleo

pera

tion

•C

olla

bora

tive

Spac

es

Page 5: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Per

form

ance

req

uire

men

ts

•w

ide-

fiel

d st

ereo

scop

ic d

ispl

ay f

ill's

the

user

's f

ield

of

view

•he

ad-t

rack

ing

supp

orts

the

illus

ion

that

the

user

is lo

okin

g ar

ound

in a

n en

viro

nmen

t

•3D

com

pute

r gr

aphi

cs f

ills

the

envi

ronm

ent w

ith o

bjec

ts

•3D

inte

ract

ion

give

s us

ers

the

feel

ing

that

they

are

in

tera

ctin

g w

ith r

eal o

bjec

ts

•ov

eral

l fra

me

rate

mus

t be

> 1

0 fr

ames

/sec

•en

d-to

-end

del

ays

mus

t be

< 0

.1 s

ec f

or in

tera

ctiv

e co

ntro

l

The

pro

blem

with

VR

is…

•th

at it

is a

ppar

ently

sim

ple

•N

OT

the

unus

ual h

ardw

are

•m

any

com

pone

nts

mus

t wor

k to

geth

er in

re

al-t

ime

•m

any

crite

ria

mus

t be

met

•un

clea

r ho

w to

use

the

inte

rfac

e

•hu

man

fac

tors

issu

es n

ot w

ell u

nder

stoo

d

The

evo

lutio

n of

VR

•19

60 M

orto

n H

eilig

file

s pa

tent

to th

e U

S Pa

tent

Off

ice

"Ste

reos

copi

c T

V A

ppar

atus

for

Ind

ivid

ual U

se"

My

inve

ntio

n ge

nera

lly s

peak

ing

com

pris

es th

e fo

llow

ing

elem

ents

: a

hollo

w c

asin

g, a

pai

r of

opt

ical

uni

ts, a

pai

r of

tele

visi

on tu

be u

nits

, a

pair

of

earp

hone

s an

d a

pair

of

air

disc

harg

e no

zzle

s, a

ll co

actin

gto

ca

use

the

user

to c

omfo

rtab

ly s

ee th

e im

ages

, hea

r th

e so

und

effe

cts

and

to b

e se

nsiti

ve to

the

air

disc

harg

e of

the

said

noz

zles

.

•19

60-7

0 Su

ther

land

's h

ead-

mou

nted

dis

play

•19

84 N

ASA

Am

es V

IVE

D p

roje

ct•

1986

-90

NA

SA A

mes

VIE

W la

b an

d V

PI•

1990

-onw

ards

VR

com

mun

ity f

ully

for

med

and

flo

uris

hing

Deg

rees

of i

mm

ersi

on

Hig

hfo

rce

trac

king

head

cou

pled

6D tr

acki

ng +

glo

ves

wid

e fi

eld

of v

iew

6D tr

acki

ng +

but

tons

head

trac

king

6D in

put d

evic

eSt

ereo

2D M

ouse

high

res

olut

ion

low

keyb

oard

colo

ur

IMM

ER

SIO

NIN

TE

RA

CT

ION

DIS

PL

AY

Page 6: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Vir

tual

Env

iron

men

ts

•Im

mer

sive

•In

tera

ctiv

e

•U

ser

Cen

tere

d��

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��

����

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���

Typ

ical

con

figu

ratio

n

trac

ker

elec

tron

ics

glov

eel

ectr

onic

sgl

ove

mai

n co

mpu

ter

-co

mpu

tatio

n

spee

ch-

synt

hesi

s-

reco

gnit

ion

grap

hics

soun

d

trac

ker

sour

ce

mic

roph

one

head

phon

es

HM

D

��������

�����

Dis

play

s

•pr

imar

y te

chno

logy

und

erly

ing

imm

ersi

on

•m

any

aspe

cts:

col

our,

res

olut

ion,

fie

ld o

f vi

ew…

•di

spla

y pa

radi

gms:

–st

ereo

via

two

disp

lays

–st

ereo

via

one

dis

play

imag

es s

ynch

roni

sed

(eye

wea

r)

–C

AV

E: i

mm

ersi

on v

ia s

urro

undi

ng la

rge

scre

ens

–he

ad tr

acki

ng (

fish

tank

VR

)

–he

ad tr

acki

ng h

ead-

mou

nted

Vir

tual

Env

iron

men

ts

•D

ispl

ay T

echn

olog

ies

–H

MD

’s -

Hea

d M

ount

ed D

ispl

ays

–L

arge

thea

ter

-Im

ax, O

mni

max

–St

ereo

dis

play

s

–H

UD

’s -

Hea

d’s

Up

Dis

play

s•

win

dshi

elds

•go

ggle

s

–C

AV

E -

Sur

roun

d vi

deo

proj

ectio

ns

Page 7: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Tra

ckin

g pa

radi

gms

•us

ually

a s

enso

r de

term

ines

pos

ition

and

or

ient

atio

n re

lativ

e to

sou

rce

(cal

ibra

tion

rend

ers

posi

tion

of s

ourc

e ir

rele

vant

)•

sens

or d

etec

ts a

sig

nal f

rom

the

sour

ce in

suc

h a

way

that

the

posi

tion

and

orie

ntat

ion

can

be

dete

rmin

ed•

eith

er th

e so

urce

or

the

sens

or c

an b

e fi

xed

•nu

mer

ous

tech

nolo

gies

: ele

ctro

mag

netic

, ul

tras

onic

, mec

hani

cal,

vide

o, in

ertia

l

Wha

t to

trac

k?

•he

ad p

ositi

on a

nd o

rien

tatio

n•

any

sign

ific

ant b

ody

part

•an

y ar

ticul

atio

ns

Oth

er t

rack

ing

tech

nolo

gies

•pa

ssiv

e st

ereo

vis

ion

syst

ems

•m

arke

r sy

stem

s (u

sed

in m

otio

n ca

ptur

e)•

stru

ctur

ed li

ght m

etho

ds (

light

str

ipe)

•in

ertia

l tra

ckin

g (u

sing

acc

eler

omet

ers)

•ey

e tr

acki

ng (

com

mon

ly o

ptic

al -

corn

eal r

efle

ctio

n)

Vir

tual

Env

iron

men

ts

•In

tera

ctiv

e us

er n

avig

atio

n de

vice

s–

Hea

d tr

acke

r

–T

read

mill

–B

icyc

le

–W

heel

chai

r

–B

oom

–V

ideo

det

ectio

n

•A

nyon

e se

en th

e ne

wga

me

at G

ameW

orks

?

Vir

tual

Env

iron

men

ts

•In

tera

ctiv

e us

er c

ontr

ol d

evic

es–

Mou

se

–3D

poi

nter

-Po

lhem

us,M

icro

scri

be, …

–Sp

aceb

all

–H

and-

held

wan

d

–D

ata

Glo

ve

–G

estu

re

–C

usto

m

Page 8: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Fak

espa

ceB

OO

M 3

CV

ideo

Out

put

Ful

l Col

or S

tere

o -

orM

onos

copi

c.

Res

olu

tio

nU

p to

128

0 x

1024

pix

els

per

eye.

Op

tics

U

ser

inte

rcan

geab

lem

odul

es o

ffer

from

40

to 1

10 d

egre

es h

oriz

onta

l FO

VT

rack

ing

Opt

o-m

echa

nica

lA

ccu

racy

0.01

5" a

t 30"

Lat

ency

20

0ns

Sam

plin

g F

req

uen

cy>

70H

zR

ang

e6'

dia

met

er h

oriz

onta

l circ

le (

cent

er 1

fo

ot u

nava

ilabl

e) 2

.5' v

ertic

al.

Hum

an fa

ctor

s of

vir

tual

rea

lity

•L

imits

on

mot

ion

freq

uenc

ies:

head

(5

Hz)

–ha

nd (

10 H

z)

–fu

ll bo

dy (

5 H

z)

–ey

e (1

00 H

z)

Hum

an fa

ctor

s of

vir

tual

rea

lity

•L

imits

on

Vis

ion

(opt

ical

res

olut

ion)

:–

angu

lar

size

of

the

smal

lest

obj

ect t

hat c

an b

e re

solv

ed:

•es

sent

ially

the

angu

lar

size

of

a co

lour

pix

el

•m

easu

re a

s a

linea

r si

ze in

min

utes

of

arc

•fu

ll m

oon

is 3

0 m

inut

es o

f ar

c ac

ross

its

diam

eter

•hu

man

vis

ual s

yste

m c

an r

esol

ve 0

.5 m

inut

es o

f ar

c in

the

cent

ral v

isua

l fie

ld

•2-

3 m

inut

es o

f ar

c in

the

peri

pher

al v

isua

l fie

ld

Page 9: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Cue

s to

sup

port

the

sens

e of

im

mer

sion

•im

mer

sion

: wan

t to

be in

an

envi

ronm

ent t

hat c

onta

ins

“thi

ngs”

and

not l

ooki

ng a

t pic

ture

s•

spat

ial p

rese

nce

of v

irtu

al o

bjec

ts d

ue to

:–

spat

ial c

onst

ancy

•10

fra

mes

/sec

min

imum

req

uire

men

t•

if y

our

head

mov

es a

nd th

e sc

ene

does

n’t i

t isn

’t V

R•

obje

ct b

ehav

iour

(e.

g. a

pplic

atio

n of

con

sist

ent p

hysi

cal l

aws)

–de

pth

perc

epti

on•

ster

eo•

head

mot

ion

para

llax

•m

any

othe

r de

pth

cues

•w

ide

fiel

d of

vie

w–

envi

ronm

ent s

eem

s to

fill

fie

ld o

f vi

ew (

60ºm

inim

um th

resh

old)

Mot

ion

para

llax

Asp

ects

of h

ead-

mot

ion

para

llax

•du

e to

cha

nge

in v

isua

l sce

ne a

s th

e he

ad m

oves

•pe

rfor

med

in a

VR

sys

tem

by

trac

king

the

user

’s

head

and

ren

deri

ng th

e vi

rtua

l sce

ne f

rom

a

mov

ing

poin

t of

view

•he

ad-m

otio

n pa

ralla

x is

a m

onoc

ular

dep

th c

ue:

–be

yond

1m

mon

ocul

ar c

ues

dom

inat

e

–w

ithin

1m

bin

ocul

ar d

ispa

rity

and

mot

ion

para

llax

is

cruc

ial

–ne

ed 1

2 fr

ames

/sec

for

mot

ion

para

llax

Ster

eops

is

•fu

sion

of

imag

es f

rom

two

eyes

•pr

ojec

ted

rays

of

sam

e po

ints

in w

orld

dif

fere

nt f

or e

ach

eye

•po

ints

in th

e w

orld

are

vis

ible

to o

ne e

ye a

nd n

ot a

noth

er

Page 10: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Asp

ects

of s

tere

opsi

s

•Pe

ople

hav

e di

ffer

ent f

usio

n ca

pabi

litie

s (i

t is

bel

ieve

d th

at a

s m

any

as 2

0% h

ave

little

ca

pabi

lity)

•E

ffec

tive

out t

o 3-

6m b

ut c

ritic

al <

1m

•Fa

r-fi

eld,

not

that

cri

tical

.

Vir

tual

Env

iron

men

ts

•D

raw

at 1

20H

z

•T

rack

use

r po

sitio

n/or

ient

atio

n at

120

Hz

•Pr

ovid

e H

aptic

fee

dbac

k at

> 2

00H

z

•U

ser

trac

king

> 1

0Hz

Aug

men

ted

Rea

lity

•M

erge

d re

al im

ager

y an

d co

mpu

ter

gene

rate

d im

ager

y.–

Vid

eo c

aptu

re in

to v

isua

lizat

ion

syst

em

–Se

e-th

ru g

lass

es

�������������������������

�����������

Aug

men

ted

Rea

lity

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Page 11: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Aug

men

ted

Rea

lity

������������������������������������

Aug

men

ted

Rea

lity

•A

lso

usef

ul f

or n

on-m

edic

al–

Mec

hani

cs d

raw

ing

supe

r-im

pose

d ov

er th

e ac

tual

mac

hine

ry.

–G

uide

d to

urs.

Aug

men

ted

Rea

lity

•C

ompl

ex I

nstr

uctio

nal M

anua

ls

Hap

tics

•Fo

rce

feed

back

is n

eede

d at

ver

y fa

st r

ates

.

•G

love

s–

forc

e re

sist

ant

–ne

rve

stim

ulat

ed

Page 12: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Rap

id P

roto

typi

ng

•B

uild

rea

l mod

els

of th

e vi

sual

izat

ions

•St

ereo

Lith

ogra

phy

–L

aser

etc

hing

•L

amin

ated

Obj

ect M

anuf

actu

ring

–L

amin

ated

pap

er la

yer,

then

cut

with

lase

r

Lam

inat

ed O

bjec

t Man

ufac

turi

ng

Lam

inat

ed O

bjec

t Man

ufac

turi

ng

•M

olec

ular

Doc

king

NA

SA’s

Vir

tual

Win

d T

unne

l

Page 13: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

The

CA

VE

Arc

hite

ctur

e

•Fo

ur p

roje

ctio

n sc

reen

s

•Fo

ur g

raph

ics

rend

erin

g en

gine

s

•St

ereo

gla

sses

•H

ead-

trac

king

of

one

user

•H

and

held

wan

d fo

r in

put

The

CA

VE

Arc

hite

ctur

e

���

�������

����

The

CA

VE

The

CA

VE

Page 14: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

The

CA

VE

The

CA

VE

Arc

hite

ctur

e

•Se

vera

l peo

ple

can

view

at o

nce

•T

he p

roje

ctio

ns a

re o

nly

corr

ect f

or o

ne

pers

on.

•L

aser

’s s

ynch

the

ster

eo d

ispl

ays

with

L

iqui

d C

ryst

al s

hutte

r gl

asse

s on

eac

h vi

ewer

.

The

CA

VE

Arc

hite

ctur

e

•B

enef

its–

Eye

mov

emen

t pro

blem

s ar

e av

oide

d!!!

–U

ser’

s or

ient

atio

n do

es n

ot m

atte

r.

–C

an s

ee a

nd e

xam

ine

real

peo

ple

and

obje

cts

with

in th

e ro

om

The

CA

VE

Arc

hite

ctur

e

•Pr

oble

ms

–T

he li

ght i

nten

sity

on

each

pro

ject

or v

arie

s

–Pr

ecis

e al

ignm

ent o

f th

e pr

ojec

tors

is n

eces

sary

fo

r a

smoo

th s

eam

.

–V

iew

ing

does

not

cha

nge

for

the

othe

r vi

ewer

s.

–E

xpen

sive

.

Page 15: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Sing

le P

roje

ctor

Sys

tem

s

•Im

mer

saD

esk

•R

espo

nsiv

eW

orkb

ench

Res

pons

ive

Wor

kben

ch

Mak

ing

VR

Wor

k

•T

o en

sure

late

ncy,

man

y of

the

visu

aliz

atio

n te

chni

ques

nee

d to

be

stre

amlin

ed o

r pr

e-co

mpu

ted.

•E

xam

ples

, pre

-com

pute

d is

o-co

ntou

rs,

prec

ompu

ted

stre

am li

nes

and

part

icle

tr

aces

.