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More TRANSF, VR Programming. Glenn G. Chappell [email protected] U. of Alaska Fairbanks CS 481/681 Lecture Notes Monday, February 16, 2004. Review: Representing T’formations [1/4]. 4  4 Matrices Very general. Good for a pipeline! Too general? - PowerPoint PPT Presentation

Text of More TRANSF, VR Programming

  • More TRANSF, VR ProgrammingGlenn G. Chappell [email protected] of Alaska Fairbanks

    CS 481/681 Lecture NotesMonday, February 16, 2004

    CS 481/681

  • Review:Representing Tformations [1/4]44 MatricesVery general.Good for a pipeline!Too general?Tough to retrieve info about the rotation when you cannot even be sure it is a rotation.16 numbers.Angle-AxisNice way to specify rotations.A bit nasty for computation involving rotations (composition, etc.)Euler Angles (roll, pitch, yaw) (also: x rotation, y rotation, z rotation)Ick!Ick, ick, ick, ick!QuaternionsGreat for computation.Compact.Easy to convert to other forms.Best (IMHO) all-around representation, if you only need to represent rotations.

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  • Review:Representing Tformations [2/4]The quaternions are a generalization of complex numbers.Three square roots of 1: i, j, k.Quaternions are of the form a + bi + cj + dk, for a, b, c, d real numbers.Addition, subtraction are as usual (component-wise).For multiplication:i2 = j2 = k2 = 1.ij = k; jk = i; ki = j.ji = k; kj = i; ik = j.

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  • Review:Representing Tformations [3/4]We can think of the i, j, k part of a quaternion as a 3-D vector.So a quaternion is a real number plus a vector: a + u.a is the real part.u is the vector part or pure part. Addition: (a + u) + (b + v) = (a + b) + (u + v).Multiplication: (a + u)(b + v) = (ab uv) + (av + bu + uv).We represent a rotation of an angle about an axis u (unit vector) as a quaternion as follows:

    With this representation, composition of rotations is just multiplication.

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  • Review:Representing Tformations [4/4]A transformation of a rigid 3-D body can be modeled as:A rotation about a line through the origin Followed by a translation.Putting these together, we can represent anything a rigid body can do:Any translation.Any rotation.Corkscrew motions as well.

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  • Review:The TRANSF PackageTRANSF defines 6 classes, organized as follows:

    TRANSF has two source files:vecpos.hDefines and implements classes vec & pos.transf.hDefines and implements classes rot, orient, transf, frameref.Also #includes vecpos.h.All classes and global functions are placed in namespace tf.There is also a file tfogl.h.This is an experimental OpenGL interface.

    RelativeAbsolutevecposrotorienttransfframeref

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  • More TRANSF:Classes vec & pos [1/2]Class vec can be thought of as:An array of three doubles.A 3-D vector.A translation.Class pos:An array of three doubles.A point in 3-D space.We can do the usual operations:

    vec v1, v2, v3;pos p1, p2;double d;

    d = dot(v1, v2);v3 = cross(v1, v2);p2 = p1 + v1;v3 = v1 + v2;v3 = 3. * v1;v3 = p1 p2;

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  • More TRANSF:Classes vec & pos [2/2]Certain operations are not defined.These allow you to catch bugs during compilation.

    vec v1, v2;pos p1, p2;double d;

    // Each of the following lines results in an error:dot(p1, p2);cross(p1, p2);3. * p1;v1 p1;p1 + p2;d + v1;v1 = p1;

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  • More TRANSF:Classes rot & orientClass rot represents a rotation.

    rot r(30, vec(1,1,0));// r is a rotation of 30 degrees about the line// through the origin and the point (1,1,0)

    Just as pos is an absolute version of vec, orient is an absolute version of rot.

    orient x(30, vec(1,1,0));// The orientation resulting from applying the// above rotation to the standard orientation

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  • More TRANSF:Classes transf & framerefClass transf represents a rigid 3-D transformation.It is specified as a rotation (rot) followed by a translation (vec).

    rot r;vec v;transf t(r, v);

    Class frameref is an absolute version of class transf.

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  • More TRANSF:TransformationsThere are three transformation classes: vec, rot, transf.They can be composed:

    v3 = compose(v1, v2);r3 = compose(r1, r2);t3 = compose(t1, t2);

    They can be inverted:

    v2 = v1.inverse();

    They can be applied to vecs, poss, their own type, and their own absolute type.

    p2 = r1.applyto(p1);

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  • More TRANSF:ExamplesThis method of dealing with transformations makes certain operations very easy.Recall (from 381) the problem of determining where the viewer is.The viewer lies at the location that model/view puts at the origin.So we need to apply the inverse of model/view to the origin.Now we can just do it:

    transf mv; // Holds model/view transformationconst pos origin(0. ,0. ,0.);pos whereami = mv.inverse().applyto(origin);

    In which direction is the viewer looking?

    const vec negz(0., 0., -1.);vec lookdir = mv.inverse().rotpart().applyto(negz);

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  • More TRANSF:Using with OpenGLTo use TRANSF with OpenGL, try tfogl.h.Comments on this file are very welcome!Examples:

    pos p;vec n, v;rot r;transf t;

    glNormal(n);glVertex(p);

    glTranslate(v);glRotate(r);glTransform(t); // Hopefully it is obvious what this // should do.

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  • VR Programming:Review from 381Recall (from CS 381):In Virtual Reality, we want to give users the sense that they are inside a computer-generated 3-D world.This is called the sense of presence.We accomplish this using:3-D displayHead trackingFor proper perspective, etc.Some kind of 3-D input deviceAn environment that surrounds the user, and which the user can walk around in (literally).VR hardware comes in two categories:Head-mounted.Theater-style.

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  • VR Programming:HardwareThe CAVEDeveloped in the early 1990s at the Electronic Visualization Laboratory at the U. of Illinois at Chicago.Theater-style, roughly cubical.Multiple flat, rectangular screens (walls).3-D input is a mouse-like wand.Stereo done using shutter glasses.Our main VR display is a Mechdyne MD Flex, which is based on the CAVE.

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  • VR Programming:LibrariesVR programming usually involves a specialized VR library.The VR library plays a role similar to that of GLUT.We still use OpenGL for frame rendering.We do not use GLUT (except possibly glutSolidTorus, etc.). VR libraries generally handle:Creation & sizing of windows, viewports, OpenGL contexts.Interfacing with VR input devices.Setting projection & model/view matrices for the users viewpoint.Creation & management of multiple processes or threads.Including inter-process communication, shared data spaces, etc.Callback registration and execution.Or some other way of getting the display code executed when necessary.Dealing with varying display hardware.E.g., we can change the number of screens without recompilation.Handling stereo.Networking of some sort (sometimes).

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  • VR Programming:The CAVE LibraryThe CAVE team developed a VR library: the CAVE Library.Now a commercial product: CAVELIB, sold by VRCO.Written in C, and similar to GLUT in many ways.Works with varying hardware and CG libraries (including OpenGL).For each frame, a display callback is called twice for each wall.Or once per wall, if in mono.Multiple processes:ComputationRuns main program.Unlike with GLUT, application maintains overall control.TrackingManages input devices.Does not execute user code.DisplayThere may be several of these (one for each wall?).Executes display callback.Processes communicate via shared memory, read & write locks.Input-device data gotten via function calls, not callbacks.No events!

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  • VR Programming:VR Juggler IntroductionWe will be using a VR library called VR Juggler.Development team led by Carolina Cruz-Neira, formerly of CAVE team at EVL, now at the VR Applications Center, Iowa State.Under active development.Open-source.Written in C++.Works with varying hardware and CG libraries (including OpenGL).Uses threads, not processes.Computation & display, as with CAVELIB.

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  • VR Programming:VR Juggler CodingProgrammer writes an object called a VR Juggler Application.Member functions are callbacks.Everything is done via callbacks.As with GLUT, application gives up overall control.Display threads all execute draw.Main/computation thread is synchronized with display, executes preFrame, intraFrame, postFrame.Input-device management is synchronized also.Devices are read once per frame.Data is available via function calls.

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  • VR Programming:VR Juggler Frame ExecutionVR Juggler execution is based on the idea of a frame.Each frame, the major callbacks are called once.The draw callback is called once per wall-eye.Because of this synchronization:Locks are unnecessary.Make sure that neither draw nor intraFrame accesses a variable that the other writes to.Synchronization of computation with drawing is very easy.It is automatic, in fact.Long computations spanning many rendering cycles are tricky.With CAVELIB, on the other hand, this is very easy.preFrameintraFramedrawpostFramedrawStart of FrameEnd of Frame

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  • VR Programming:VR Juggler Our AdditionWe have written a C++ class to aid with input-device interfacing in VR Juggler: jugglerUser.Written by Don Bahls and (theoretically) myself.Includes functions for getting info from various input devices.Returns TRANSF types.

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