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Electrical and Computer Engineering Department. Welcome to 14:332:476 Virtual Reality Spring 2008. Grigore C. Burdea Ph.D. Director, Human–Machine Interface Laboratory, CAIP Center, Rutgers University. http://www.caip.rutgers.edu/vrlab/. Class web site: www.caip.rutgers.edu/vrlab/vrclass
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Electrical and Computer Engineering Department Welcome to14:332:476 Virtual RealitySpring 2008 Grigore C. Burdea Ph.D. Director, Human–Machine Interface Laboratory, CAIP Center, Rutgers University. http://www.caip.rutgers.edu/vrlab/
Class web site: www.caip.rutgers.edu/vrlab/vrclass Textbook site: www.vrtechnology.org
Grading Criteria (476): Quizzes 10%, Midterm 45% Final 45% Laboratory assignments graded separately (for 478)
Textbook: Burdea and Coiffet, Virtual Reality Technology, 2nd Edition, Wiley, 2003
Introduction It is not augmented reality….
Introduction What is Virtual Reality? “A high-end user-computer interface that involves real-time simulation and interaction through multiple sensorial channels.” (vision, sound, touch, smell, taste)”
Introduction Sensorama Simulator, US Patent #3,050,870, 1962
VR Short History 1963+ Ivan Sutherland's doctoral theses: SKETCHPAD: stereo HMD, position tracking, and a graphics engine. 1966+ Tom Furness: display systems for pilots; 1967+ Brooks developed force feedback GROPE system;
Introduction Ivan Sutherland’s HMD (1966+)
Introduction Brooks’s Grope Project (1977)
VR Short History 1977 Sandin and Sayre invent a bend-sensing glove 1979 Raab et al: Polhemus tracking system 1989 Jaron Lanier (VPL) coins the term virtual reality 1994 VR Society formed
Introduction NASA … a pioneer in VR The first complete system was developed by NASA “Virtual Visual Environmental Display” (VIVED early 80s; they prototyped the LCD HMD; Became “Virtual Interface Environment Workstation” (VIEW) 1989
Introduction NASA VIEW system (1989)
Introduction NASA VIEW system (1992)
Introduction Why NASA? Large simulation and training needs; Could not send humans to other planets; Relatively small budgets.
Introduction Towards Commercialization… The first commercial VR systems appeared in the late 80s produced by VPL Co. (California): The VPL “Data Glove” and The VPL “Eye Phone” HMD
Introduction The VPL DataGlove (1987) cost $8,500
Introduction The Matel PowerGlove (1989)
The first commercial VR glove for entertainment – Mattel Power Glove $50 (1989)
Early HMDs were massive The Flight Helmet (ca. 1990) weighs 5 lbs
Introduction • Virtual Reality in the early 90s…. • Emergence of first commercial Toolkits: • WorldToolKit (Sense8 Co.); • VCToolkit (Division Ltd., UK); • Virtual Reality Toolkit VRT3 (Dimension Ltd./Superscape, UK); • Cyberspace Developer Kit (Autodesk)
Introduction Superscape VRT3 Development System
Introduction • Virtual Reality in the early 90s…. • Emergence of first non-commercial toolkits: • Rend386; • Later Virtual Reality Modeling Language (VRML 1.0); • Later still Java and Java 3D;
Introduction Successor is AVRIL ("A Virtual Reality Interface Library“) C library for creating Created at U. Waterloo, Canada ece.uwaterloo.ca/~broehl/avril.html Scene created with Rend386
Introduction • Virtual Reality in the early 90s…. • PC boards still very slow (7,000 – 35,000 polygons/sec); • First turnkey VR system – Provision 100 (Division Ltd.) • Emergence of faster graphics rendering architectures at UNC Chapel Hill: “Pixel Planes”; Later “Pixel Flow”;
Introduction 35,000 polygons/sec; $26,000 (with two co-processors)/card Require up to 6 PC slots for stereo version Stride PC graphics accelerator
Introduction 35,000 polygons/sec; $64,000 (including texture generator, tracker, 3-D audio, HMD and software) Provision 100 VR turnkey system (Division Ltd., UK)
Introduction Provision 100 VR turnkey system (Division Ltd., UK)
Introduction ~ 1 Million triangles/sec; Pixel Planes 5 VR system (UNC)
xBox 360 500 Million poly/sec 2005 Rendering speed comparison SGI vs. PCs