Title: Virtual Reality and 3D
1Virtual Reality and 3D
- David M. Krum
- CS 4750b Special Topic
- April 16, 2003
2Conceptions of VR
- Sources
- Star Trek Holodeck
- William Gibson (computer non-user)
- Matrix
- Timothy Leary (LSD guru)
- Popluar Vision
- A simulation or an alternate reality
- Indistinguishable from physical reality
- Great storytelling potential
3Outline
- Virtual Reality Components
- Applications
- Displays
- Interaction and Tracking
- Environments and Models
- Rendering
4Definition of 3D
- When people talk about 3D, they may mean
- 3D environments, but displayed on a flat screen
- 3D environments, with 3D stereoscopic displays
- Dimensionality
- 2D
- 2.5D
- 3D
- Degrees of Freedom
- X, Y, Z
- Roll, Pitch, Yaw
- Scale
5What is Virtual Reality?
- Definitions are problematic!
- Virtual Reality is the study, design, and use of
computer generated environments. The goal is to
give the user an experience in a virtual world. - These environments are typically immersive.
- They are typically three dimensional.
- They are typically interactive.
- They often involve tracking the user.
6When to use VR?
- VR is appropriate when the desired experience is
- Too expensive
- Too dangerous
- Imaginary
- Temporal limitations
- Past
- Future
- Slow
- Fast
- Infrequent
- Breaks physical limitations
- Scale
- Temperature
- Pressure
7Related Areas
- Telepresence
- Being in a remote location
- Teleoperation
- Controlling machinery, etc. in a remote location
- Augmented Reality
- Overlaying virtual imagery on the real world
8Immersion and Presence
- Immersion is wrapping the experience around the
user. - Presence is how much the user feels that they are
in the computer generated experience.
9Example Applications
- Simulation and Training
- Airplane
- Ship Handling
- Dismounted war fighter
- Firefighter
- Entertainment
- Mechwarrior
- Unreal
- Education
- Historical Recreation
- Virtual Gorilla
- Physics
- Biology
- Medical
- Scientific Visualization
- Physics
- Aeronautics
- Medical
- Psychology
- Perception and Cognition
- Therapy
- Pain Distraction
- Design
- CAD
- Sketch
- Architectural Walkthrough
- Art
- Interactive and Immersive
10History of VR
- 1928 - Link Trainer
- 1956 - Sensorama, Morton Heilig
- 1965 - The Ultimate Display, Ivan Sutherland
- 1968 - Sutherlands HMD
- 1981 - SpaceGraph
- 1983 - Myron Kruegers Artificial Reality
- 1985 - NASA Ames VIVED
- 1986 - Super Cockpit
- 1987 - The DataGlove from VPL, Jaron Lanier
- 1992 - The CAVE (at SIGGRAPH)
- Mid 90s - The Great VR Hype
- Late 90s - Psychology Applications, Larry Hodges
11Link Trainer, 1928
12Sensorama, Morton Heilig, 1956
13The Ultimate Display,Ivan Sutherland, 1965
- Sketchpad on TX-2 Computer, 1963
- The Ultimate Display
- Windows Into Alice's Wonderland
- http//www.artmuseum.net/w2vr/timeline/Sutherland.
html
14Sutherlands HMD, 1968
- Bell HMD
- Remote Reality
- (servos, cameras, early telepresence)
- Virtual Reality
- Wireframe room
15Artificial Reality, Myron Krueger, 1983
- Interactive Video Environments
- Gesture Interaction
- http//www.artmuseum.net/w2vr/timeline/Krueger.htm
l
16NASA Ames VIVED, 1985
- Virtual Visual Environment Display
- http//www.artmuseum.net/w2vr/timeline/Fisher.html
17Super Cockpit, 1986
- For the pilots and aircraft of the future
- Present virtual visual, auditory, and haptic
worlds - Use eye, hand, and speech as control inputs
18The VPL DataGlove, Jaron Lanier, 1987
- Coined the term Virtual Reality
- Founded VPL (by accident)
19The Great VR Hype, Mid 90s
- Before the Internet crash
- Before the great Internet hype
- Hip, Hype, and Hope The Faces of Virtual Reality
- Scientists, artists, the media, Hollywood, and
various hangers-on - Timothy Leary
- Virtual food
- Virtual sex
- Virtual death
- Thanks to the Internet for drawing off the hype!
20Psychology Applications, Larry Hodges, Late 90s
- Phobias
- Heights
- Flying
- Public Speaking
21Psychology Applications, Larry Hodges, Late 90s
22Psychology Applications, Larry Hodges, Late 90s
- Pain Distraction
- SnowWorld
- Ringos Adventure
23Office of the Future, UNC, 2000s
24Stereoscopic Displays
- How do they work?
- Two different eye views
Eye
Image Plane
Eye
25Stereoscopic Displays
- Binocular Disparity
- Sliding the same image over doesnt work well
- Two projected images differ
- Problems
- Fusion Limits
- Vergence (inward eye angle)
- Accomodation (focus)
- Cybersickness (general VR issue)
26Stereoscopic Displays
- Parallax Barriers
- Prisms
- Time Multiplexed
- Polarized
- Linear
- Circular
- Anaglyphic (red/green)
- Magic Eye
27Stereoscopic Displays
- Volumetric Displays
- Drums
- Spinning Disks
- Holographic Displays
28Displays for VR HMD
- Sony Glasstron
- Virtual Research V8
29Displays for VR BOOM
30Displays for VR Workbench
31Displays for VR Workbench
32Displays for VR Perceptive Workbench
33Displays for VR CAVE
- CAVE Automatic Virtual Environment
- Cubical projection display
- Developed at Electronic Visualization Lab,
University of Illinois, Chicago
34Displays for VR NAVE
35Displays for VR NAVE
36Interaction Techniques
- Navigation
- Manipulation
- Selection
- System Control
37Versimitude
- Magic vs. Non-Magic
- Realism vs. Power
- In VR, we are not necessarily trying to replicate
the real world. - Why not?
- Limitations of reality
- Intensity of reality
- Expense
- Just not necessary
38Tracking Systems Electromagnetic
- Polhemus
- Ascension Flock of Birds
39Tracking Systems Inertial
- Intersense IS-300, Inertia Cube, Intertrax 2
- Drift problems
- May combine gravity, acceleration, magnetic field
readings
40Tracking Systems Acoustic and Intertial Fusion
- Intersense IS-600
- Acoustic and inertial
- Intersense IS-900
41Tracking Systems Optical
- Ascension Laser Bird
- Hi-Ball tracker
- Next Vision Tracking
42What are Problems with VR?
- Why hasnt VR caught on more?
- Whats the killer app?
43What are Problems with VR?
- Applications
- Cost
- Content Creation
- Tracking
- Rendering Speed
- Interaction
- Hype/Preconceived Notions
44Summary
- Virtual Reality is about creating experiences
- Think about why you need a virtual environment
- Presence and Immersion
- Limited Realism
- Magic vs. Realistic
- Environments
- Interaction
- People get can lost
45How to Go Further
- Software for VR
- VR toolkits
- Alice
- VR Juggler
- DIVERSE
- DEVA/Maverick
- SVE
- Game Engines
- Doom
- Quake
- Unreal
- File Formats
- OBJ
- 3DS
- VRML
- XML based (X3D?)
- Modeling tools
- 3D Studio MAX
- Maya
- Blender
- Teddy
- Etc.
46How to Go Further
- Conferences
- IEEE VR
- ACM VRST
- ACM Siggraph
- Visit the Virtual Worlds Lab
- Come hang out and talk
- VW Lab Seminar, Mondays at 4 pm
- http//www.cc.gatech.edu/vwlab
- ACM Digital Library http//www.acm.org/dl
- IEEE Xplore http//ieeexplore.ieee.org/
- Research Index http//www.researchindex.com
47Modeling Software
48Complexity Abounds
- Fine control of
- Vertexes
- Edges
- Polygons
- Textures
- Hundreds of
- Effects
- Transforms
- Functions
49Complexity Expands
- Multiple uses
- Animation
- CG movies, cartoons
- Games
- Forensic animation
- Architectural walkthroughs
- Plug-ins
- Extensible Platform
- Multiple uses
- Design
- Games
- Architecture
- VR
- Makes Microsoft Word seem simple
50Interpolation for Animation
51Interpolation
52Workflow
- In a large game or animation project, a number of
pieces have to come together - Code
- Game Design (or Movie Direction)
- Models
- Objects
- Terrain
- Characters
53Workflow (cont.)
- It takes time to define model requirements
- Number of polygons
- Texture sizes (power of 2 rule)
- File formats
- not all games, VR toolkits, etc. support all of a
file specification - and more time to deliver proper models
- Programmers might not be Artists
- and Artists might not be Programmers
54Various Packages
- Maya
- 3D Studio MAX
- Blender
- A3D
- MultiGen
- Rhino
- SoftImage
- IronCAD
- Teddy
55Maya
- Product of Alias/Wavefront
- http//www.aliaswavefront.com
- http//www.aliaswavefront.com/en/press/maya/mediah
ub/pages/images.html - Only 1999
- Personal Learning Edition
- SGI, Windows, Mac OS X
56Maya
57Maya Interface
58Maya Interface
59Maya Commercials
- Bill Buxton, Chief Scientist
- http//www.aliaswavefront.com/en/news/maya/commerc
ial/index.shtml
603D Studio MAX
- Discreet division of Autodesk, maker of AutoCAD
- http//www.discreet.com
- Less expensive, but you get what you pay for
- Windows
613ds MAX
623ds MAX
63Blender
- Developed by NaN Holding BV
- http//www.blender3d.com/
- http//www.elysium.com
- Now Open Source
- NaN applied for bankruptcy
- Decided to license Blender to an Open Source
Blender Foundation
64Blender
65Blender
- A Blender book is available
- Interface differs from most 3D editors
- In flux, Blender recently moved to Open Source
66Alternative Modeling
- Why do 3D editors only produce very artificial
models? (non-organic) - Why do we need to manipulate every vertex
- Can we make a sketch and let the computer create
a 3D model?
67Takeo Igarashi
- http//www.mtl.t.u-tokyo.ac.jp/takeo/Welcome.html
- Other projects
- Chateau (3D)
- Chameleon (3D coloring)
- Pegasus (2D sketch)
68Teddy
- A Siggraph paper
- Java software and applet
- PC software
- And a Japanese PlayStation 2 game
69Teddy
- http//www.mtl.t.u-tokyo.ac.jp/takeo/teddy/teddy.
htm
70Takeo Igarashi
- http//www.mtl.t.u-tokyo.ac.jp/takeo/Welcome.html
- Other projects
- Chateau (3D)
- Chameleon (3D coloring)
- Pegasus (2D sketch)
71Thank you!
- Contact information
- David M. Krum
- dkrum_at_cc.gatech.edu
- www.cc.gatech.edu/dkrum
- Virtual Worlds Lab
- GVU Center
- Georgia Tech