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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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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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Mierlo Mathijs
• Normaal fouten
• Texturing fouten
• Specular fout
• Billboard bomen
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Mipmapping
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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/)
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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
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
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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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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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Demo Vizard
• Can be used for assignment 3
• Scripting example:
– Let objects drop out of a cup
• Demo Walktrough
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Demo Vizard Physics
The drop the pencils out of the cup demoimport 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))
Demos
• Powerwall – Engine
• Desk Cave – Movaris + Vizard Wijk Test
• Occulus – Movaris
• Smart Home
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Demo Desk-CAVE
• Virtuele Campus
• Movaris
• Vizard Wijk Test
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Demo Walkrough
• Movaris model with interactive doors
• Uses Vizard
• Level of detail
• Photo’s for textures
• Demo in Desk-Cave
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Demo SmartHome
• Interactive demo using touchscreen
• Vertex Shaders
• Particle System
• Baked Textures
• Change Lighting
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.
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