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Welcome to 14:332:376 Virtual Reality and 16:332:571 Virtual Reality Technology Spring 2012

Electrical and Computer Engineering Department. Welcome to 14:332:376 Virtual Reality and 16:332:571 Virtual Reality Technology Spring 2012. Grigore C. Burdea Ph.D. Professor burdea@jove.rutgers.edu Director, Tele-Rehabilitation Institute http://www.ti.rutgers.edu. Class web site:

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Welcome to 14:332:376 Virtual Reality and 16:332:571 Virtual Reality Technology Spring 2012

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  1. Electrical and Computer Engineering Department Welcome to14:332:376 Virtual Reality and16:332:571 Virtual Reality TechnologySpring 2012 Grigore C. Burdea Ph.D. Professor burdea@jove.rutgers.edu Director, Tele-Rehabilitation Institute http://www.ti.rutgers.edu

  2. Class web site: https://sakai.rutgers.edu/portal Textbook site: www.vrtechnology.org

  3. Grading Criteria (376): Quizzes 20%, Midterm 40% Final 40% Attendance penalty – one letter grade lost for 4 absences. Midterm and Final are mandatory to pass Cheating is an automatic F. All exams and quizzes are closed books/notes/etc. Quizzes are announced. Laboratory assignments graded separately (for 378 – co req) TA Mr. Timothy Phan tsphan@scarletmail.rutgers.edu

  4. Grading Criteria (571): Quizzes 10%, Midterm 25% Final 25% Laboratory 40% Attendance penalty – one letter grade lost for 4 absences. Midterm, Final and Laboratory Term Project Mandatory to pass. Quizzes announced, Cheating results in an F.

  5. Textbook: Burdea and Coiffet, Virtual Reality Technology, 2nd Edition, Wiley, 2003

  6. Textbook web site: www.vrtechnology.org

  7. Textbook web site: www.vrtechnology.org

  8. Laboratory Hardware

  9. Virtual Reality - Introduction Updated class notes (PowerPoint) will be posted on the web https://sakai.rutgers.edu/portal Quiz and Exam Solution on Sakai Supplemental materials, surveys, links to companies and labs on the textbook site.

  10. Topics

  11. Introduction

  12. What is Virtual Reality?

  13. Introduction It is not augmented reality….

  14. 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)”

  15. Introduction http://games.yahoo.com/braingames/brain-teasers-games/phantom-square-255

  16. Introduction Sensorama Simulator, US Patent #3,050,870, 1962

  17. 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;

  18. Introduction Ivan Sutherland’s HMD (1966+)

  19. Brooks’s Grope Project (1977) Introduction

  20. 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

  21. 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

  22. Introduction NASA VIEW system (1992)

  23. Introduction Why NASA? Large simulation and training needs; Could not send humans to other planets; Relatively small budgets.

  24. 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

  25. Introduction The VPL DataGlove (1987) cost $8,500

  26. Introduction The Matel PowerGlove (1989)

  27. The first commercial VR glove for entertainment – Mattel Power Glove $50 (1989)

  28. Early HMDs were massive The Flight Helmet (ca. 1990) weighs 5 lbs

  29. …and had poor resolution

  30. 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)

  31. Introduction Superscape VRT3 Development System

  32. 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;

  33. Introduction Successor is AVRIL ("A Virtual Reality Interface Library“) C library for authoring. Created at U. Waterloo, Canada ece.uwaterloo.ca/~broehl/avril.html Scene created with Rend386

  34. 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”;

  35. 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

  36. 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)

  37. Introduction ~ 1 Million triangles/sec; Pixel Planes 5 VR system (UNC)

  38. xBox 360 500 Million poly/sec 2005 Rendering speed comparison SGI vs. PCs

  39. Laboratory VR Station prices (2002)

  40. VR Market growth

  41. The key elements of a conventional VR System

  42. The key elements of a modern VR System

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