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Introduction to virtual environments Glenn Bresnahan glenn@bu.edu Outline High level overview of VR hardware and software (details will be covered throughout the year) Demonstration of a VR world 3D Display Wall – how we see in 3D Animation Rendering DAFFIE VR software environment
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Introduction to virtual environments Glenn Bresnahan glenn@bu.edu
Outline • High level overview of VR hardware and software (details will be covered throughout the year) • Demonstration of a VR world • 3D Display Wall – how we see in 3D • Animation • Rendering • DAFFIE VR software environment BPC: Art and Computation – Fall 2006
Intro to demo – physical environment • 3D Display Wall • Stereoscopic • 3D glasses • Navigation • Game controller • Left joystick: • Moves U/D • Moves R/L • Right joystick: • Moves F/B • Turns P(L)/S(R) • Start button: reset BPC: Art and Computation – Fall 2006
Intro to demo - virtual environment • Multi-person, multi-site shared virtual space • Navigation • Avatar representation • Telephony BPC: Art and Computation – Fall 2006
3D Display – stereopsis • Stereoscopic display • Stereopsis – left and right eye view BPC: Art and Computation – Fall 2006
Stereoscopic display • Viewmaster BPC: Art and Computation – Fall 2006
3D display - polarization • Light is a wave BPC: Art and Computation – Fall 2006
3D display - polarization • Polarization aligns light in a plane BPC: Art and Computation – Fall 2006
3D display - polarization • Polarizing filters used to align light • Filters rotated 90 degrees block light • Two projectors, one per eye view • Polarizing filters rotated 90 degrees • Matching glasses BPC: Art and Computation – Fall 2006
3D stereoscopic displays – other techniques • Colored (red-blue) glasses • Anaglyph • Circular polarizer • Shuttered glasses • Dual (head-mounted) display BPC: Art and Computation – Fall 2006
Animation • What is animation? • Animate: to give life to; to bring to life BPC: Art and Computation – Fall 2006
Animation • What is animation? • Traditionally applied to cartoons • Creation of apparent motion from still images BPC: Art and Computation – Fall 2006
Animation – pictures in motion BPC: Art and Computation – Fall 2006
Animation – component images BPC: Art and Computation – Fall 2006
Animation - principles • Creating moving image from a sequence of still images • Each image is displayed for a fraction of a second • Basis for film, video, computer graphics, etc. BPC: Art and Computation – Fall 2006
Animation – traditional • Each image (cell) was hand drawn BPC: Art and Computation – Fall 2006
Animation – film and video • Film – individual images (frames) are photographically reproduced on film strip • Video – individual images (frames) are recorded or transmitted as electrical signals BPC: Art and Computation – Fall 2006
Animation – computer graphics • Computer generates individual images (frames) and displays them rapidly on a monitor • Technology is very similar to video • Images may also be recorded to film (e.g. CG special effects) or video BPC: Art and Computation – Fall 2006
Rendering • Creation of a pictorial representation • Generally applied to a realistic depiction of a 3D scene or object • Types of rendering • Artistic rendering • Photographic rendering • Computer rendering BPC: Art and Computation – Fall 2006
Artistic rendering • Rendering realistic images (perspective) BPC: Art and Computation – Fall 2006
Artistic rendering Gone bad Trompe l’oeil BPC: Art and Computation – Fall 2006
Photographic rendering • Camera and film BPC: Art and Computation – Fall 2006
Photographic rendering • Camera obscura BPC: Art and Computation – Fall 2006
Computer rendering (3D) • Computer creates an image from a model • A model is a (mathematical) description of the 3D object BPC: Art and Computation – Fall 2006
Computer rendered image BPC: Art and Computation – Fall 2006
Computer rendering (3D) • Computer takes into account the position of the object, as well as the position of the viewer (simulated or virtual camera). • Computer will shade the objects based on position of lights and the surface's material properties. BPC: Art and Computation – Fall 2006
Computer rendering process BPC: Art and Computation – Fall 2006
Computer models • Conceptually like a blueprint BPC: Art and Computation – Fall 2006
Computer models BPC: Art and Computation – Fall 2006
Computer models begin ./table/items <default> setxfm 1.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 1.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 1.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 1.000000e+00 putprp cull 1 begin ./table/items/cube polygon setxfm 1.500000e+00 0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 1.500000e+00 0.000000e+00 0.000000e+00 0.000000e+00 0.000000e+00 1.500000e+00 0.000000e+00 2.000000e+00 -1.500000e+00 -1.250000e+00 1.000000e+00 defpnt 1 -1.000000e+00 -1.000000e+00 -1.000000e+00 defpnt 2 -1.000000e+00 1.000000e+00 -1.000000e+00 defpnt 3 1.000000e+00 1.000000e+00 -1.000000e+00 defpnt 4 1.000000e+00 -1.000000e+00 -1.000000e+00 defpnt 5 -1.000000e+00 -1.000000e+00 1.000000e+00 defpnt 6 -1.000000e+00 1.000000e+00 1.000000e+00 defpnt 7 1.000000e+00 1.000000e+00 1.000000e+00 defpnt 8 1.000000e+00 -1.000000e+00 1.000000e+00 defpoly 1 2 3 4 0 defpoly 8 7 6 5 0 defpoly 3 7 8 4 0 defpoly 2 1 5 6 0 defpoly 2 6 7 3 0 defpoly 1 4 8 5 0 putprp color 3ff end ./table/items/cube BPC: Art and Computation – Fall 2006
Computer animation • Generate multiple images by changing the viewing (i.e. camera) position • Reposition one or more objects between frames BPC: Art and Computation – Fall 2006
Computer animation • Render a sequence of models BPC: Art and Computation – Fall 2006
Computer animation BPC: Art and Computation – Fall 2006
DAFFIE Software Distributed Applications Framework For Immersive Environments Glenn Bresnahan Erik Brisson Robert Putnam BPC: Art and Computation – Fall 2006
What is VR/VE • Definitions • Immersive, natural interaction, believable • Characteristics • 3D appearance • Stereoscopic display • Large display, wide field of view • 1st person view • Navigation within 3d space (natural interface) • Response to physical position of viewer • Realistic audio BPC: Art and Computation – Fall 2006
DAFFIE Worlds • Multiple participants • Represented by an avatar • Interact with each other • Telephony • Interact with virtual objects • Shared virtual space • All participants experience the same virtual world BPC: Art and Computation – Fall 2006
DAFFIE Worlds • Shared space divide into rooms • Doorways (portals) between rooms • Rooms contains objects • Objects • 3D appearance (3D model) • May be animated (sequences of models) • May have an appliquéd (2D) image (textures) • May have associated sounds (digital audio) • May react to avatars (people) or other objects (behaviors via agents) BPC: Art and Computation – Fall 2006
DAFFIE Worlds – Using images • Images may be appliquéd to the surface of an object BPC: Art and Computation – Fall 2006
DAFFIE Worlds – Using images • Objects may be flat or curved • Images may be animated by using a sequence of images BPC: Art and Computation – Fall 2006
DAFFIE Software Components • 3D viewer • Sound server • Telephony • Audio mixer & player • Navigation • Behavior agents • Audio/video generators/processors • Object generators/manipulators • DAFFIE components communicate over the network BPC: Art and Computation – Fall 2006
DAFFIE Software Environment telephony behavior agent viewer behavior agent sound player event server behavior agent sound player telephony viewer BPC: Art and Computation – Fall 2006
DAFFIE Viewer • Supports multiple display devices from workstations to CAVEs • Directly supports advanced input devices (3D trackers, wands, etc). • Simple script-based world description • Geometric models • Animation • Sounds • Many 3D model formats • Local control of time-sensitive animation and sound • Broadcasts avatar motion and object state information to other components BPC: Art and Computation – Fall 2006
DAFFIE Sound Server • Provides telephony between participants • Mixes and plays multiple sound sources • Real-time audio streams (e.g. telephony) • Prerecorded object sound files • Sound is localized in 3D space • Originates at 3D virtual object location • Heard relative to the avatar’s position • Played relative to listener position in physical space (when tracked) • Sound player output • Multi-channel localized audio signals which can be played into a speaker array BPC: Art and Computation – Fall 2006
DAFFIE Navigation • Advanced device support built-in to the viewer • Windows-based navigation client • Game controllers • Hand-held pointing devices (Gyro Pointer) • Mouse • Keyboard • Can control one or more avatars BPC: Art and Computation – Fall 2006
DAFFIE Behavior Agents • Control object behavior • Proximity triggers • Portals • Device interfaces • Kinematic sculptures • Video sourcing (camera) • Audio and video processing BPC: Art and Computation – Fall 2006