Virtual Reality

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Virtual Reality Renoy Reji MCA, Christ University Bengaluru-560029 [email protected] An Approach to Consistent Displaying of Virtual Reality Moving Objects

Transcript of Virtual Reality

Virtual Reality

Renoy RejiMCA, Christ [email protected]

An Approach to Consistent Displayingof Virtual Reality Moving Objects

Introduction

• Virtual Reality (VR) is the illusion of a three-dimensional, interactive, computer-generated reality where sight, sound, and sometimes even touch are simulated to create pictures, sounds, and objects that actually seem real.

• Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels.

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Introduction

• VR must allow the user to view the environment from any point and at any angle.

• VR must allow the user to interact with objects in the environment.

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History

• Ivan Sutherland (1960)– First head mounted display and head tracking system– Using “virtual world” term– Walkthrough, Pixel Flow

& Nano manipulator systems

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History

• NASA Ames Research Center– HMD, VPL Data gloves and BOOM– Spatial (3D) Sound– Super Cockpit

• VPL– First Commercial VR Hardware & systems– “Reality Build for Two” (RB2) A

Virtual Reality Tool– “Body Electric” a Programming

Language

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Types of VR

• Use of Special Purpose Equipment• Feel of Presence

1. IMMERSIVE VR

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Types of VR

• Also known as Desktop VR• Use of a monitor to display the visual world• Does not require special hardware

2. WINDOW ON THE WORLD (WoW)

Low Cost Low Performance

Less Immersion

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• Technology which allow a person to feel as if, they were present.

• Real-time telepresenceInteractions are reflected to some real world objects.

• Delayed telepresenceInteractions are recorded, and after satisfaction is applied to the real-world object.

Types of VR

3. TELEPRESENCE

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• Computer generated inputs merged with the

user’s view of the real world

Types of VR

4. AUGMENTED VR

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Components of VR

• VR Hardware

• VR Software

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Technologies of VR--Hardware

Head-Mounted Display (HMD) - A Helmet or a face mask providing the visual and auditory

displays.- Use LCD or CRT to display stereo images.- May include built-in head-tracker and stereo headphones

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Technologies of VR--Hardware

Binocular Omni-Orientation Monitor (BOOM)- Head-coupled stereoscopic (Depth

and Perception) display device.- Uses CRT to provide high-resolution

display.- Convenient to use.- Fast and accurate built-in tracking.

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Technologies of VR--Hardware

Cave Automatic Virtual Environment (CAVE) - Provides the illusion of immersion by projecting stereo images on

the walls and floor of a room-sized cube.- A head tracking system continuously adjust the stereo projection to

the current position of the leading viewer.

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Technologies of VR--Hardware

Data Glove– Outfitted with sensors on the fingers as well as an overall

position/orientation tracking equipment.– Enables natural interaction with virtual objects by hand gesture

recognition.

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Technologies of VR--Hardware

Control Devices – Control virtual objects in 3 dimensions.

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VR Hardware

• Primary user input interfaces• Tracking interfaces• Visual interfaces• Auditory interfaces• Haptic interfaces• Olfactory interfaces

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Primary Interfaces

• Keyboard, Mouse, Joystick• 3D Pointing Devices

– Spaceball– CyberWand– Ring Mouse– EGG

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Primary Interfaces

• Whole-hand and body input– 5th Glove– Handmaster– ArmMaster– TCAS Dataware

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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

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Tracking Interfaces

• Head & Body Tracking– Polhemous IsoTrak II & FastTrak– Flock of Bird– VideoDesk

• Eye Tracking– BioMuse– DPI Eyetrackey

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Visual Interfaces

• Field of View (FOV)• Resolution• Refresh rate• Brightness• Color

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Visual Interfaces

• Head Mounted Display (HMD)– Datavisor 10x HMD– VR4000– I-glasses!– VFX1

• BOOM

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Visual Interfaces

• Stereoscopic Glasses– Shutter glasses– Passive glasses

• Auto-stereoscopic– HDVD

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Auditory Interfaces

• Auralization– 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

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Haptic Interfaces

• Tactile (touch)– CyberTouch– Univ. of Salford

• Kinesthetic (force)– HapticMaster– PHANToM

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Olfactory Interfaces

• Electronic Nose• Storage Technologies

– Liquid– Gel– Microencapsulation

• Some Products– BOC Group Olfactory Delivery System– Univ. of Wollongong eNose

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Software Components

• Input Process• Simulation Process• Rendering Process• World Database

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Input Process

• Control devices that send data to the computer• Devices should be checked regularly (eg. per

frame)

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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.

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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(3d management of image depth)

• Auditory, haptic and olfactory rendering

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World Database

• Stores data on objects and the world • ASCII Or binary• Single file Or Database• Centralized Or distributed• Standard Or proprietary formats• Virtual Reality Modeling Language (VRML)

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Interaction Techniques

“Simple” Virtual Hand Ray-casting

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Spotlight

Aperture

Interaction Techniques

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Interaction Techniques

Sticky Finger

Scaled-World GrabRenoy Reji, Department Of Computer Science

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

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Collision Detection

• Very computationally intensive, but very important for presence and realism

• Bounding Volume (Sphere, Box, Convex Hull)• Convex Decomposition • Separating Planes

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Level of Detail (LOD)

• When looking objects from a far, details are not important

• Do not show details if they can’t be seen• Reduces number of polygons significantly• LOD management

– Automatic– Pre-defined

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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

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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

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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

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• 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

DVR Connectivity Approaches

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VR on the Web

• Virtual Reality Modeling Standard (VRML)• Java 3D API

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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 – V2.0

• Important plugins– CosmoPlayer, WorldView, Cartona

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VRML Concept

• Field types– SF And 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

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VRML Concept

• Scripting– Java– JavaScript– VRML Script

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VRML Nodes

• Grouping nodes• Geometry nodes• Geometry related nodes• Lighting nodes• Sensory nodes• Interpolator nodes• Other nodes

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Grouping Nodes

• Anchor • Billboard • Collision • Group • Inline • LOD • Switch • Transform

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Geometry Nodes

• Box • Cone • Cylinder • ElevationGrid • Extrusion • IndexedFaceSet • IndexedLineSet • PointSet • Sphere • Text

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Geometry Related Nodes

• Coordinate• Color• Normal• TextureCoordinate • Appearance• Material• ImageTexture • PixelTexture • MovieTexture • TextureTransform

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Lighting Nodes

• DirectionalLight• PointLight• SpotLight

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Sensor Nodes

• Anchor • Collision • CylinderSensor • PlaneSensor • ProximitySensor • SphereSensor • TimeSensor • TouchSensor • VisibilitySensor

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Interpolator Nodes

• Color Interpolator • Coordinate Interpolator • Normal Interpolator • Orientation Interpolator • Position Interpolator • Scalar Interpolator

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Other Nodes

• Script node• Background• Fog• Sound• Audio Clip• View Point• World Indo• Navigation Info

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JAVA 3D

• Rich set of 3D features• High-level, Object-oriented paradigm• Wide variety of file formats• Benefits to end-users

– Application portability– Hardware independence– Performance scalability

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VR Applications

Education

Crossing street Construct3D

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VR Application

Treatment of Acrophobia

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VR Applications

Recreation

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VR Application

Design

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VR Application

Simulation

Being 747 Flight Simulation

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VR Application

User Interface

WNMS

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VR Application

TelesurgeryAugmented surgery

Telepresence

TeleRobotics

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VR Application

Information Visualization

Acetic Acid Quick Sort

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VR Application

Entertainment

Virtual Racing

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VR Application

Military

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1. An Approach to Consistent Displayingof Virtual Reality Moving Objects

• Author:Vasily Y. Kharitonov

Department of Computers, Systems and Networks

Moscow power engineering institute, Russian Federation

• Taken from:Third International Conference on Dependability of Computer

Systems

DepCoS-RELCOMEX 2008

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1. An Approach to Consistent Displayingof Virtual Reality Moving Objects

• Distributed virtual reality systems are a new step in the development of interactive 3d-graphics applications, allowing geographically remote users to interact in a shared virtual environment, as if they situated in one room.

• In this paper the main principles of distributed virtual reality systems design are explored. Special attention is drawn to the reliability issues of such systems in terms of consistent interaction.

• An approach to consistent displaying of virtual reality moving objects is proposed.

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2.Research on the Virtual Reality Simulation Engine

• Authors:1. GUOXIAOLI

2. FENGLI

3. LIUHONG

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2.Research on the Virtual Reality Simulation Engine

• In this paper, comparison of the virtual reality substation simulation with the traditional substation simulation in visualization is done.

• This paper explains a new mode which is based on the components and the virtual reality simulation engine is the kernel.

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3. Multimedia and Virtual Reality Techniquesfor the Control of ERA, the First Free Flying

Robot in Space

• Authors:Eckhard Freund, Jurgen RoBmann

Institute of Robotics Research (IRF)

Otto-Hahn-Str. 8

44227 Dortmund

Germany.

• Taken from,Proceedings of the 2001 IEEE

international Conference on Robotics & Automation

Seoul, Korea. May 21-26, 2001

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3. Multimedia and Virtual Reality Techniquesfor the Control of ERA, the First Free Flying

Robot in Space• The commanding and supervision of complex

automation systems for space as well as for terrestrial automation applications is a demanding task.

• Modern developments in the field of virtual reality (VR) based man machine interfaces have the potential to facilitate such tasks enormously.

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4. Hands-free navigation methods for moving through a virtual landscape walkinginterface virtual reality input devices

• Authors:Salvador Barrera

Hiroki Takahashi

Masayuki Nakajima

Graduate School of Information Science and Engineering

Tokyo Institute of Technology

• Taken from:

Proceedings of the Computer Graphics International (CGI’04)

1530-1052/04 © 2004 IEEE

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4. Hands-free navigation methods for moving through a virtual landscape walkinginterface virtual reality input devices

• A new Virtual Reality Input device of hands-free controls for multi-scale navigation through abroad class of virtual environments.

• One of the most important fields in virtual realty (VR) research, is the development of systems that allow the user to interface with the virtual environment.

• The most intuitive method for moving through a virtual landscape is by walking.

• The implementation of a walking interface for a virtual reality system also allows a greater range of biomechanical experimentation and game research.

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5. Research on Chinese Museum Design based on Virtual Reality

• Authors:

LIU Xia - School of Material Engineering, Taiyuan Institute of Technology, Taiyuan 030008, China

QIAO Jiangang - School of Civil Engineering, Hebei University of Technology, Tianjin 300131, China.

• Taken from:

2008 International Workshop on Modelling, Simulation and Optimization

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5. Research on Chinese Museum Design based on Virtual Reality

• Through analyzing the definition and the current situation of Virtual Reality applied in the design of museum, produces to use separately HTML text language, QuickTime Virtual Reality technology, Virtual Reality Modeling Language and three-dimension software's to build up information interface platform, total virtual space environment of item on display and each model of item on display and the discussion and studying system platform.

• Eventually concludes the advantages of using virtual reality in the display design of the museum and points out a new method to develop modern interior design by using the technology of Virtual Reality.

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Conclusion

• VR introduces a new way of interacting with computers

• Web is very suitable for VR applications, but the proper technology is not yet there

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Thank You For Your Patience