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Virtual Reality development is taking the world by storm. Follow all 16 Lecture Notes to learn how to build your own VR experiences. -By Ruth Aylett, Prof.Comp Sci. @ Heriot Watt University
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Aims of the course
1. To demonstrate a critical understanding of modernVE systems, evaluating the strengths andweaknesses of the current VR technologies
2. To be able to describe the main components of avirtual reality system and explain the importance andimpact of real-time constraints
3. To be able to evaluate appropriate display andinteraction capabilities for specific VR applicationsand justify a choice
4. To be able to apply basic VE construction skills tothe creation of small-scale systems
Overview of course
Lectures cover the whole area– Software and hardware– An issue of breadth v depth
Practical/lab work– VRML/X3D tutorial– Scenegraph programming in
OpenSceneGraph– Limited coverage of modelling
Projected topics
Intro, History, VRML, Human factors Display systems, audio, input devices Scenegraph programming, OpenSceneGraph,
system life-cycle Modelling, physics, haptics, volumetric
rendering Immersion, visualisation, IVEs, Distributed
systems, Avatars and agents, Games Engines,Applications
Books
Somewhat problematic– Virtual reality technology: Burdea & Coiffet
• Good but VERY expensive– Designing Virtual Reality Systems, Kim
• OK, but limited scope– Essential Virtual Reality, Vince
• Also Ok but very descriptive– The VRML Sourcebook
• Very comprehensive on VRML– X3D: Extensible 3D Graphics for Web Authors
• See http://x3dgraphics.com/
WARNING
Not everything is written on the slides– Lectures are there to convey verbal information– On which you may be examined
You are recommended to take notes– And if you don’t, this is your problem…
You are expected to read around– Some papers are provided– The web is an excellent resource
Seehttp://www.macs.hw.ac.uk/modules/F24VS2/VRcourse.html– Or go via my teaching page at
www.macs.hw.ac.uk/~ruth/teaching.html
Definition
Virtual Reality or a Virtual Environment is auser-interface technology that allows humansto visualise and interact with computergenerated environments through humansensory channels in real-time
The ultimate display…
Sutherland:– “The ultimate display would, of course, be a room
within which the computer can control theexistence of matter. A chair displayed in such aroom would be good enough to sit in. Handcuffsdisplayed in such a room would be confining, anda bullet displayed in such room would be fatal.With appropriate programming such a displaycould literally be the Wonderland into which Alicewalked.” Ivan Sutherland, 1965
The StarTrek Holodeck:
VE topics
Human– Immersion, presence, engagement
Hardware– Display systems, interaction devices,
model-capture tools
Software– Modelling, programming, rendering
Why Use a Virtual Environment? The real is difficult to visualise
– (pin hole surgery, scientific data)
Virtual laparoscopic port-site simulator offering realistic variation in theappearance, attitude, and magnification of the image, depending on
the location of the virtual scope
Main Components
VR Run-timeEnvironment
3D ModelDatabase
Virtual EnvironmentGenerator
Position &OrientationTracking
Tracking HardwareTracking Interface
HapticFeedback Haptic Hardware
Haptic Interface
AuditoryDisplay Audio Hardware
Auditory Interface
Graphics HardwareVisualDisplay
Visual Interface
Human SensesAs virtual environments try to simulate the real world, byconstructing them we require knowledge on how to “fool theuser’s senses”Contribution of human senses [heilig92] sight….…………………………………….70% hearing…….……………………………….20% smell…………………………………….….5% touch…………………………………….….4%
Sight has been traditionally been the focus of most VR research, howeverresearchers are starting to realise this depends on the task.
VE: Output TechnologiesNon-Immersive Semi-Immersive Augmented ImmersiveEnvironments
Flat Displays Reality Rooms HM Displays CAVE
Virtual Window Stereo Glasses HM Displays HM ImmersiveDisplays
VR: Data Input Devices
Hand Held Laser Scanner
Microscribe3D Digitizer
Laser Scanning Range Finder
Real WordCapture
Real TimeData Capture
AnimationCapture
Haptic Interfacing Devices
1. Haptic Gripper 4. 3D Mouse 7. FF Steering Wheel
2. Haptic Stick 5. Dataglove 8. FF Joystick
3. Haptic Fingertips 6. Haptic Mouse
Graphics Pipeline3D
DATA TRANSFORM3D DATA IN
CAMERACOORDS
TRANSFORM2D DATA IN
SCREENCOORDS
DATAFULLY ONSCREEN
HIDDEN SURFACE & RENDERFINALIMAGE
Learn about scenegraphs with these appletshttp://www.cs.brown.edu/exploratories/ freeSoftware/catalogs/scenegraphs.html
Scene graph - the concept
Decomposition of a Geometric Model
The object to be modelled is (visually)analysed, and then decomposed intocollections of primitive shapes.
The tree diagram provides a visualmethod of expressing the “composedof” relationships.
Scene Graph A data structure that stores the completeinformation about the 3D scene:
–geometry (“what” the object is)–appearance (“how” the object should look)–behaviours (possible procedures that can change the form of the object)–global entities that affect all objects (such as viewpoints, lights, sounds,background object.
Note that in VR (as opposed to animation and 3D graphics) a scenegraph can be a dynamic structure, and behaviours can dynamicallyadd, delete, and modify the scene.
Animation Versus VR
Animation: images pre-rendered and played back insequence– As in film
VR - images drawn in real-time in response to theusers position and actions in the world– In VR the user has total control of what they see
The overlap between the technologies is typically inwalk throughs and fly-pasts– Small animated sequences may be invoked (cut scenes)
VR Versus CAD
CAD stresses modelling accuracy VR stresses sensory realism VR allows the user to walk, stop, touch, manipulate objects
within the world VR has lighting, materials, textures There is convergence between the two areas Many VR packages will import CAD data
Applications Data visualisation
– Oil industry; networks; scientific Publicity and Marketing Product design
– Rapid prototyping, Maintenance Ergonomics Urban planning Collaborative working Training
Research issues
Understanding the impact– What works and what doesn’t on people
Better displays– Better resolution, quicker update, non-intrusive stereo,
volumetric rendering Better interaction
– Better interaction devices; better haptics– Non-intrusive interaction: gesture, glance, facial expression,
social responsiveness Embodying intelligence
– Adding knowledge– Adding autonomous characters