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Virtual Reality
Renoy Reji
MCA, Christ University
Bengaluru-560029
renoyreji@gmail.com
An Approach to Consistent Displaying
of Virtual Reality Moving Objects
Introduction
• Virtual Reality (VR) is the illusion of a three-
dimensional, interactive, computer-generated reality
where sight, sound, and sometimes even touch
are simulated to create pictures, sounds, and objects
that actually seem real.
• Virtual Reality refers to a high-end user interface that
involves real-time simulation and interactions through
multiple sensorial channels.
2Renoy Reji, Department Of Computer Science
Introduction
• VR must allow the user to view the
environment from any point and at any
angle.
• VR must allow the user to interact with
objects in the environment.
3Renoy Reji, Department Of Computer Science
History
• Ivan Sutherland (1960)
– First head mounted display and head tracking system
– Using “virtual world” term
– Walkthrough, Pixel Flow
& Nano manipulator systems
4Renoy Reji, Department Of Computer Science
History
• NASA Ames Research Center
– HMD, VPL Data gloves and BOOM
– Spatial (3D) Sound
– Super Cockpit
• VPL
– First Commercial VR Hardware & systems
– “Reality Build for Two” (RB2) A
Virtual Reality Tool
– “Body Electric” a Programming
Language
5Renoy Reji, Department Of Computer Science
Types of VR
• Use of Special Purpose Equipment
• Feel of Presence
1. IMMERSIVE VR
6Renoy Reji, Department Of Computer Science
Types of VR
• Also known as Desktop VR
• Use of a monitor to display the visual world
• Does not require special hardware
2. WINDOW ON THE WORLD (WoW)
7Renoy Reji, Department Of Computer Science
• Technology which allow a person to feel as if,
they were present.
• Real-time telepresence
Interactions are reflected to some real world objects.
• Delayed telepresence
Interactions are recorded, and after satisfaction is
applied to the real-world object.
Types of VR
3. TELEPRESENCE
8Renoy Reji, Department Of Computer Science
• Computer generated inputs merged with the
user’s view of the real world
Types of VR
4. AUGMENTED VR
9Renoy Reji, Department Of Computer Science
Components of VR
• VR Hardware
• VR Software
10Renoy Reji, Department Of Computer Science
11
Technologies of VR--Hardware
 Head-Mounted Display (HMD)
 A Helmet or a face mask providing the visual and auditory
displays.
 Use LCD or CRT to display stereo images.
 May include built-in head-tracker and stereo headphones
Renoy Reji, Department Of Computer Science
12
Technologies of VR--Hardware
 Binocular Omni-Orientation
Monitor (BOOM)
 Head-coupled stereoscopic (Depth
and Perception) display device.
 Uses CRT to provide high-resolution
display.
 Convenient to use.
 Fast and accurate built-in tracking.
Renoy Reji, Department Of Computer Science
13
Technologies of VR--Hardware
 Cave Automatic Virtual Environment (CAVE)
 Provides the illusion of immersion by projecting stereo images on
the walls and floor of a room-sized cube.
 A head tracking system continuously adjust the stereo projection to
the current position of the leading viewer.
Renoy Reji, Department Of Computer Science
14
Technologies of VR--Hardware
 Data Glove
– Outfitted with sensors on the fingers as well as an overall
position/orientation tracking equipment.
– Enables natural interaction with virtual objects by hand gesture
recognition.
Renoy Reji, Department Of Computer Science
15
Technologies of VR--Hardware
 Control Devices
– Control virtual objects in 3 dimensions.
Renoy Reji, Department Of Computer Science
VR Hardware
• Primary user input interfaces
• Tracking interfaces
• Visual interfaces
• Auditory interfaces
• Haptic interfaces
• Olfactory interfaces
16Renoy Reji, Department Of Computer Science
Primary Interfaces
• Keyboard, Mouse, Joystick
• 3D Pointing Devices
– Spaceball
– CyberWand
– Ring Mouse
– EGG
17Renoy Reji, Department Of Computer Science
Primary Interfaces
• Whole-hand and body input
– 5th Glove
– Handmaster
– ArmMaster
– TCAS Dataware
18Renoy Reji, Department Of Computer Science
Tracking Interfaces
• Measure head, body, hand or eye motion
• Major Characteristics
– Resolution
– Accuracy
– System Responsiveness
• Sample rate, data rate, update rate and latency
• Major Technologies
– Magnetic
– Acoustics
– Optical
19Renoy Reji, Department Of Computer Science
Tracking Interfaces
• Head & Body Tracking
– Polhemous IsoTrak II & FastTrak
– Flock of Bird
– VideoDesk
• Eye Tracking
– BioMuse
– DPI Eyetrackey
20Renoy Reji, Department Of Computer Science
Visual Interfaces
• Field of View (FOV)
• Resolution
• Refresh rate
• Brightness
• Color
21Renoy Reji, Department Of Computer Science
Visual Interfaces
• Head Mounted Display (HMD)
– Datavisor 10x HMD
– VR4000
– I-glasses!
– VFX1
• BOOM
22Renoy Reji, Department Of Computer Science
Visual Interfaces
• Stereoscopic Glasses
– Shutter glasses
– Passive glasses
• Auto-stereoscopic
– HDVD
23Renoy Reji, Department Of Computer Science
Auditory Interfaces
• Auralization
– 3D simulation of a complex acoustic field
• Sonification
– Audible display of data
• Speech Recognition
• Some products
– Acoustetron II
– RSS-10 Sound Space Processor
– Q products
24Renoy Reji, Department Of Computer Science
Haptic Interfaces
• Tactile (touch)
– CyberTouch
– Univ. of Salford
• Kinesthetic (force)
– HapticMaster
– PHANToM
25Renoy Reji, Department Of Computer Science
Olfactory Interfaces
• Electronic Nose
• Storage Technologies
– Liquid
– Gel
– Microencapsulation
• Some Products
– BOC Group Olfactory Delivery System
– Univ. of Wollongong eNose
26Renoy Reji, Department Of Computer Science
Software Components
• Input Process
• Simulation Process
• Rendering Process
• World Database
27Renoy Reji, Department Of Computer Science
Input Process
• Control devices that send data to the computer
• Devices should be checked regularly (eg. per
frame)
28Renoy Reji, Department Of Computer Science
Simulation Process
• The core of a VR program.
• Handles interactions, object behaviors,
simulations of physical laws and determines
the world status.
• A discrete process that is iterated once for each
frame.
29Renoy Reji, Department Of Computer Science
Rendering Process
• Creation of the sensations that are output to the
user
• Visual Rendering
– Using polygons to represent objects
– Ray tracing & lights
– Flat vs. smooth shading
– Z buffering(3d management of image depth)
• Auditory, haptic and olfactory rendering
30Renoy Reji, Department Of Computer Science
World Database
• Stores data on objects and the world
• ASCII Or binary
• Single file Or Database
• Centralized Or distributed
• Standard Or proprietary formats
• Virtual Reality Modeling Language (VRML)
31Renoy Reji, Department Of Computer Science
Interaction Techniques
“Simple” Virtual Hand Ray-casting
32Renoy Reji, Department Of Computer Science
Spotlight
Aperture
Interaction Techniques
33Renoy Reji, Department Of Computer Science
Interaction Techniques
Sticky
Finger
Scaled-World Grab
Renoy Reji, Department Of Computer Science
Navigation Techniques
• Steering : direction and velocity
– hand-directed
– gaze-directed
– physical devices (steering wheel, flight sticks)
• Target-based
– point at object, list of coordinates
• Route planning
– place markers in world
35Renoy Reji, Department Of Computer Science
Collision Detection
• Very computationally intensive, but very
important for presence and realism
• Bounding Volume (Sphere, Box, Convex Hull)
• Convex Decomposition
• Separating Planes
36Renoy Reji, Department Of Computer Science
Level of Detail (LOD)
• When looking objects from a far, details are not
important
• Do not show details if they can’t be seen
• Reduces number of polygons significantly
• LOD management
– Automatic
– Pre-defined
37Renoy Reji, Department Of Computer Science
Distributed VR
• The Multi-user environment
• A simulated world runs on several computers
connected over a network.
• People can interact in real time, sharing the
same virtual world
38Renoy Reji, Department Of Computer Science
DVR Connectivity Approaches
• Send updates to every computer in the LAN
• Does not scale well
• Consumes a lot of bandwidth, so needs a
dedicated LAN
• Has been used in SIMNET & DIS
39Renoy Reji, Department Of Computer Science
DVR Connectivity Approaches
• Send updates only to those that are interested.
• Uses the concept of Area Of Interest (AOI) to
limit network traffic
• Each AOI is assigned to a multicast address
• Has been used in NPSNET
40Renoy Reji, Department Of Computer Science
• Point-to-point network connection
• Mesh model
– All users are connected to each other
– Has Been used in MASSIVE
• Client-server (start) model
– All users are connected to a central location
– Has been used in NVR, WNMS
DVR Connectivity Approaches
41Renoy Reji, Department Of Computer Science
VR on the Web
• Virtual Reality Modeling Standard (VRML)
• Java 3D API
42Renoy Reji, Department Of Computer Science
VRML Viewers
• Usually act as a plugin for browsers
• Some standalone versions are also available
• Files have .wrl or .wrz extensions
• MIME Type
– V1.0
– V2.0
• Important plugins
– CosmoPlayer, WorldView, Cartona
43Renoy Reji, Department Of Computer Science
VRML Concept
• Field types
– SF And MF field
• SFBool
• SFColor and MFColor
• SFFloat and MFFloat
• SFImage
• SFInt32 and MFInt32
• SFNode and MFNode
• SFRotation and MFRotation
• SFString and MFString
• SFTime
• SFVec2f and MFVec2f
• SFVec3f and MFVec3f
44Renoy Reji, Department Of Computer Science
VRML Concept
• Scripting
– Java
– JavaScript
– VRML Script
45Renoy Reji, Department Of Computer Science
VRML Nodes
• Grouping nodes
• Geometry nodes
• Geometry related nodes
• Lighting nodes
• Sensory nodes
• Interpolator nodes
• Other nodes
46Renoy Reji, Department Of Computer Science
Grouping Nodes
• Anchor
• Billboard
• Collision
• Group
• Inline
• LOD
• Switch
• Transform
47Renoy Reji, Department Of Computer Science
Geometry Nodes
• Box
• Cone
• Cylinder
• ElevationGrid
• Extrusion
• IndexedFaceSet
• IndexedLineSet
• PointSet
• Sphere
• Text
48Renoy Reji, Department Of Computer Science
Geometry Related Nodes
• Coordinate
• Color
• Normal
• TextureCoordinate
• Appearance
• Material
• ImageTexture
• PixelTexture
• MovieTexture
• TextureTransform
49Renoy Reji, Department Of Computer Science
Lighting Nodes
• DirectionalLight
• PointLight
• SpotLight
50Renoy Reji, Department Of Computer Science
Sensor Nodes
• Anchor
• Collision
• CylinderSensor
• PlaneSensor
• ProximitySensor
• SphereSensor
• TimeSensor
• TouchSensor
• VisibilitySensor
51Renoy Reji, Department Of Computer Science
Interpolator Nodes
• Color Interpolator
• Coordinate Interpolator
• Normal Interpolator
• Orientation Interpolator
• Position Interpolator
• Scalar Interpolator
52Renoy Reji, Department Of Computer Science
Other Nodes
• Script node
• Background
• Fog
• Sound
• Audio Clip
• View Point
• World Indo
• Navigation Info
53Renoy Reji, Department Of Computer Science
JAVA 3D
• Rich set of 3D features
• High-level, Object-oriented paradigm
• Wide variety of file formats
• Benefits to end-users
– Application portability
– Hardware independence
– Performance scalability
54Renoy Reji, Department Of Computer Science
VR Applications
Education
Crossing street Construct3D
55Renoy Reji, Department Of Computer Science
VR Application
Treatment of Acrophobia
56Renoy Reji, Department Of Computer Science
VR Applications
Recreation
57Renoy Reji, Department Of Computer Science
VR Application
Design
58Renoy Reji, Department Of Computer Science
VR Application
Simulation
Being 747
Flight Simulation
59Renoy Reji, Department Of Computer Science
VR Application
User Interface
WNMS
60Renoy Reji, Department Of Computer Science
VR Application
Telesurgery
Augmented surgery
Telepresence
TeleRobotics
61Renoy Reji, Department Of Computer Science
VR Application
Information Visualization
Acetic Acid Quick Sort
62Renoy Reji, Department Of Computer Science
VR Application
Entertainment
Virtual Racing
63Renoy Reji, Department Of Computer Science
VR Application
Military
64Renoy Reji, Department Of Computer Science
1. An Approach to Consistent Displaying
of Virtual Reality Moving Objects
• Author:
Vasily Y. Kharitonov
Department of Computers, Systems and Networks
Moscow power engineering institute, Russian
Federation
• Taken from:
Third International Conference on Dependability of Computer
Systems
DepCoS-RELCOMEX 2008
65Renoy Reji, Department Of Computer Science
1. An Approach to Consistent Displaying
of Virtual Reality Moving Objects
• Distributed virtual reality systems are a new step in the
development of interactive 3d-graphics applications, allowing
geographically remote users to interact in a shared virtual
environment, as if they situated in one room.
• In this paper the main principles of distributed virtual reality
systems design are explored. Special attention is drawn to the
reliability issues of such systems in terms of consistent
interaction.
• An approach to consistent displaying of virtual reality moving
objects is proposed.
66Renoy Reji, Department Of Computer Science
2.Research on the Virtual
Reality Simulation Engine
• Authors:
1. GUOXIAOLI
2. FENGLI
3. LIUHONG
67Renoy Reji, Department Of Computer Science
2.Research on the Virtual
Reality Simulation Engine
• In this paper, comparison of the virtual
reality substation simulation with the
traditional substation simulation in
visualization is done.
• This paper explains a new mode which is
based on the components and the virtual
reality simulation engine is the kernel.
68Renoy Reji, Department Of Computer Science
3. Multimedia and Virtual Reality Techniques
for the Control of ERA, the First Free Flying
Robot in Space
• Authors:
Eckhard Freund, Jurgen RoBmann
Institute of Robotics Research (IRF)
Otto-Hahn-Str. 8
44227 Dortmund
Germany.
• Taken from,
Proceedings of the 2001 IEEE
international Conference on Robotics & Automation
Seoul, Korea. May 21-26, 2001
69Renoy Reji, Department Of Computer Science
3. Multimedia and Virtual Reality Techniques
for the Control of ERA, the First Free Flying
Robot in Space
• The commanding and supervision of complex
automation systems for space as well as for terrestrial
automation applications is a demanding task.
• Modern developments in the field of virtual reality
(VR) based man machine interfaces have the potential
to facilitate such tasks enormously.
70Renoy Reji, Department Of Computer Science
4. Hands-free navigation methods for moving
through a virtual landscape walking
interface virtual reality input devices
• Authors:
Salvador Barrera
Hiroki Takahashi
Masayuki Nakajima
Graduate School of Information Science and Engineering
Tokyo Institute of Technology
• Taken from:
Proceedings of the Computer Graphics International (CGI’04)
1530-1052/04 © 2004 IEEE
71Renoy Reji, Department Of Computer Science
4. Hands-free navigation methods for moving
through a virtual landscape walking
interface virtual reality input devices
• A new Virtual Reality Input device of hands-free controls for
multi-scale navigation through abroad class of virtual
environments.
• One of the most important fields in virtual realty (VR) research,
is the development of systems that allow the user to interface
with the virtual environment.
• The most intuitive method for moving through a virtual
landscape is by walking.
• The implementation of a walking interface for a virtual reality
system also allows a greater range of biomechanical
experimentation and game research.
72Renoy Reji, Department Of Computer Science
5. Research on Chinese Museum Design based
on Virtual Reality
• Authors:
LIU Xia - School of Material Engineering, Taiyuan Institute of
Technology, Taiyuan 030008, China
QIAO Jiangang - School of Civil Engineering, Hebei University
of Technology, Tianjin 300131, China.
• Taken from:
2008 International Workshop on Modelling, Simulation and
Optimization
73Renoy Reji, Department Of Computer Science
5. Research on Chinese Museum Design based
on Virtual Reality
• Through analyzing the definition and the current situation of Virtual
Reality applied in the design of museum, produces to use separately HTML
text language, QuickTime Virtual Reality technology, Virtual Reality
Modeling Language and three-dimension software's to build up information
interface platform, total virtual space environment of item on display and
each model of item on display and the discussion and studying system
platform.
• Eventually concludes the advantages of using virtual reality in the display
design of the museum and points out a new method to develop modern
interior design by using the technology of Virtual Reality.
74Renoy Reji, Department Of Computer Science
Conclusion
• VR introduces a new way of interacting with
computers
• Web is very suitable for VR applications, but
the proper technology is not yet there
75Renoy Reji, Department Of Computer Science
Thank You For Your Patience

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Virtual Reality

  • 1. Virtual Reality Renoy Reji MCA, Christ University Bengaluru-560029 renoyreji@gmail.com An Approach to Consistent Displaying of Virtual Reality Moving Objects
  • 2. Introduction • Virtual Reality (VR) is the illusion of a three- dimensional, interactive, computer-generated reality where sight, sound, and sometimes even touch are simulated to create pictures, sounds, and objects that actually seem real. • Virtual Reality refers to a high-end user interface that involves real-time simulation and interactions through multiple sensorial channels. 2Renoy Reji, Department Of Computer Science
  • 3. Introduction • VR must allow the user to view the environment from any point and at any angle. • VR must allow the user to interact with objects in the environment. 3Renoy Reji, Department Of Computer Science
  • 4. History • Ivan Sutherland (1960) – First head mounted display and head tracking system – Using “virtual world” term – Walkthrough, Pixel Flow & Nano manipulator systems 4Renoy Reji, Department Of Computer Science
  • 5. History • NASA Ames Research Center – HMD, VPL Data gloves and BOOM – Spatial (3D) Sound – Super Cockpit • VPL – First Commercial VR Hardware & systems – “Reality Build for Two” (RB2) A Virtual Reality Tool – “Body Electric” a Programming Language 5Renoy Reji, Department Of Computer Science
  • 6. Types of VR • Use of Special Purpose Equipment • Feel of Presence 1. IMMERSIVE VR 6Renoy Reji, Department Of Computer Science
  • 7. Types of VR • Also known as Desktop VR • Use of a monitor to display the visual world • Does not require special hardware 2. WINDOW ON THE WORLD (WoW) 7Renoy Reji, Department Of Computer Science
  • 8. • Technology which allow a person to feel as if, they were present. • Real-time telepresence Interactions are reflected to some real world objects. • Delayed telepresence Interactions are recorded, and after satisfaction is applied to the real-world object. Types of VR 3. TELEPRESENCE 8Renoy Reji, Department Of Computer Science
  • 9. • Computer generated inputs merged with the user’s view of the real world Types of VR 4. AUGMENTED VR 9Renoy Reji, Department Of Computer Science
  • 10. Components of VR • VR Hardware • VR Software 10Renoy Reji, Department Of Computer Science
  • 11. 11 Technologies of VR--Hardware  Head-Mounted Display (HMD)  A Helmet or a face mask providing the visual and auditory displays.  Use LCD or CRT to display stereo images.  May include built-in head-tracker and stereo headphones Renoy Reji, Department Of Computer Science
  • 12. 12 Technologies of VR--Hardware  Binocular Omni-Orientation Monitor (BOOM)  Head-coupled stereoscopic (Depth and Perception) display device.  Uses CRT to provide high-resolution display.  Convenient to use.  Fast and accurate built-in tracking. Renoy Reji, Department Of Computer Science
  • 13. 13 Technologies of VR--Hardware  Cave Automatic Virtual Environment (CAVE)  Provides the illusion of immersion by projecting stereo images on the walls and floor of a room-sized cube.  A head tracking system continuously adjust the stereo projection to the current position of the leading viewer. Renoy Reji, Department Of Computer Science
  • 14. 14 Technologies of VR--Hardware  Data Glove – Outfitted with sensors on the fingers as well as an overall position/orientation tracking equipment. – Enables natural interaction with virtual objects by hand gesture recognition. Renoy Reji, Department Of Computer Science
  • 15. 15 Technologies of VR--Hardware  Control Devices – Control virtual objects in 3 dimensions. Renoy Reji, Department Of Computer Science
  • 16. VR Hardware • Primary user input interfaces • Tracking interfaces • Visual interfaces • Auditory interfaces • Haptic interfaces • Olfactory interfaces 16Renoy Reji, Department Of Computer Science
  • 17. Primary Interfaces • Keyboard, Mouse, Joystick • 3D Pointing Devices – Spaceball – CyberWand – Ring Mouse – EGG 17Renoy Reji, Department Of Computer Science
  • 18. Primary Interfaces • Whole-hand and body input – 5th Glove – Handmaster – ArmMaster – TCAS Dataware 18Renoy Reji, Department Of Computer Science
  • 19. Tracking Interfaces • Measure head, body, hand or eye motion • Major Characteristics – Resolution – Accuracy – System Responsiveness • Sample rate, data rate, update rate and latency • Major Technologies – Magnetic – Acoustics – Optical 19Renoy Reji, Department Of Computer Science
  • 20. Tracking Interfaces • Head & Body Tracking – Polhemous IsoTrak II & FastTrak – Flock of Bird – VideoDesk • Eye Tracking – BioMuse – DPI Eyetrackey 20Renoy Reji, Department Of Computer Science
  • 21. Visual Interfaces • Field of View (FOV) • Resolution • Refresh rate • Brightness • Color 21Renoy Reji, Department Of Computer Science
  • 22. Visual Interfaces • Head Mounted Display (HMD) – Datavisor 10x HMD – VR4000 – I-glasses! – VFX1 • BOOM 22Renoy Reji, Department Of Computer Science
  • 23. Visual Interfaces • Stereoscopic Glasses – Shutter glasses – Passive glasses • Auto-stereoscopic – HDVD 23Renoy Reji, Department Of Computer Science
  • 24. Auditory Interfaces • Auralization – 3D simulation of a complex acoustic field • Sonification – Audible display of data • Speech Recognition • Some products – Acoustetron II – RSS-10 Sound Space Processor – Q products 24Renoy Reji, Department Of Computer Science
  • 25. Haptic Interfaces • Tactile (touch) – CyberTouch – Univ. of Salford • Kinesthetic (force) – HapticMaster – PHANToM 25Renoy Reji, Department Of Computer Science
  • 26. Olfactory Interfaces • Electronic Nose • Storage Technologies – Liquid – Gel – Microencapsulation • Some Products – BOC Group Olfactory Delivery System – Univ. of Wollongong eNose 26Renoy Reji, Department Of Computer Science
  • 27. Software Components • Input Process • Simulation Process • Rendering Process • World Database 27Renoy Reji, Department Of Computer Science
  • 28. Input Process • Control devices that send data to the computer • Devices should be checked regularly (eg. per frame) 28Renoy Reji, Department Of Computer Science
  • 29. Simulation Process • The core of a VR program. • Handles interactions, object behaviors, simulations of physical laws and determines the world status. • A discrete process that is iterated once for each frame. 29Renoy Reji, Department Of Computer Science
  • 30. Rendering Process • Creation of the sensations that are output to the user • Visual Rendering – Using polygons to represent objects – Ray tracing & lights – Flat vs. smooth shading – Z buffering(3d management of image depth) • Auditory, haptic and olfactory rendering 30Renoy Reji, Department Of Computer Science
  • 31. World Database • Stores data on objects and the world • ASCII Or binary • Single file Or Database • Centralized Or distributed • Standard Or proprietary formats • Virtual Reality Modeling Language (VRML) 31Renoy Reji, Department Of Computer Science
  • 32. Interaction Techniques “Simple” Virtual Hand Ray-casting 32Renoy Reji, Department Of Computer Science
  • 34. Interaction Techniques Sticky Finger Scaled-World Grab Renoy Reji, Department Of Computer Science
  • 35. Navigation Techniques • Steering : direction and velocity – hand-directed – gaze-directed – physical devices (steering wheel, flight sticks) • Target-based – point at object, list of coordinates • Route planning – place markers in world 35Renoy Reji, Department Of Computer Science
  • 36. Collision Detection • Very computationally intensive, but very important for presence and realism • Bounding Volume (Sphere, Box, Convex Hull) • Convex Decomposition • Separating Planes 36Renoy Reji, Department Of Computer Science
  • 37. Level of Detail (LOD) • When looking objects from a far, details are not important • Do not show details if they can’t be seen • Reduces number of polygons significantly • LOD management – Automatic – Pre-defined 37Renoy Reji, Department Of Computer Science
  • 38. Distributed VR • The Multi-user environment • A simulated world runs on several computers connected over a network. • People can interact in real time, sharing the same virtual world 38Renoy Reji, Department Of Computer Science
  • 39. DVR Connectivity Approaches • Send updates to every computer in the LAN • Does not scale well • Consumes a lot of bandwidth, so needs a dedicated LAN • Has been used in SIMNET & DIS 39Renoy Reji, Department Of Computer Science
  • 40. DVR Connectivity Approaches • Send updates only to those that are interested. • Uses the concept of Area Of Interest (AOI) to limit network traffic • Each AOI is assigned to a multicast address • Has been used in NPSNET 40Renoy Reji, Department Of Computer Science
  • 41. • Point-to-point network connection • Mesh model – All users are connected to each other – Has Been used in MASSIVE • Client-server (start) model – All users are connected to a central location – Has been used in NVR, WNMS DVR Connectivity Approaches 41Renoy Reji, Department Of Computer Science
  • 42. VR on the Web • Virtual Reality Modeling Standard (VRML) • Java 3D API 42Renoy Reji, Department Of Computer Science
  • 43. VRML Viewers • Usually act as a plugin for browsers • Some standalone versions are also available • Files have .wrl or .wrz extensions • MIME Type – V1.0 – V2.0 • Important plugins – CosmoPlayer, WorldView, Cartona 43Renoy Reji, Department Of Computer Science
  • 44. VRML Concept • Field types – SF And MF field • SFBool • SFColor and MFColor • SFFloat and MFFloat • SFImage • SFInt32 and MFInt32 • SFNode and MFNode • SFRotation and MFRotation • SFString and MFString • SFTime • SFVec2f and MFVec2f • SFVec3f and MFVec3f 44Renoy Reji, Department Of Computer Science
  • 45. VRML Concept • Scripting – Java – JavaScript – VRML Script 45Renoy Reji, Department Of Computer Science
  • 46. VRML Nodes • Grouping nodes • Geometry nodes • Geometry related nodes • Lighting nodes • Sensory nodes • Interpolator nodes • Other nodes 46Renoy Reji, Department Of Computer Science
  • 47. Grouping Nodes • Anchor • Billboard • Collision • Group • Inline • LOD • Switch • Transform 47Renoy Reji, Department Of Computer Science
  • 48. Geometry Nodes • Box • Cone • Cylinder • ElevationGrid • Extrusion • IndexedFaceSet • IndexedLineSet • PointSet • Sphere • Text 48Renoy Reji, Department Of Computer Science
  • 49. Geometry Related Nodes • Coordinate • Color • Normal • TextureCoordinate • Appearance • Material • ImageTexture • PixelTexture • MovieTexture • TextureTransform 49Renoy Reji, Department Of Computer Science
  • 50. Lighting Nodes • DirectionalLight • PointLight • SpotLight 50Renoy Reji, Department Of Computer Science
  • 51. Sensor Nodes • Anchor • Collision • CylinderSensor • PlaneSensor • ProximitySensor • SphereSensor • TimeSensor • TouchSensor • VisibilitySensor 51Renoy Reji, Department Of Computer Science
  • 52. Interpolator Nodes • Color Interpolator • Coordinate Interpolator • Normal Interpolator • Orientation Interpolator • Position Interpolator • Scalar Interpolator 52Renoy Reji, Department Of Computer Science
  • 53. Other Nodes • Script node • Background • Fog • Sound • Audio Clip • View Point • World Indo • Navigation Info 53Renoy Reji, Department Of Computer Science
  • 54. JAVA 3D • Rich set of 3D features • High-level, Object-oriented paradigm • Wide variety of file formats • Benefits to end-users – Application portability – Hardware independence – Performance scalability 54Renoy Reji, Department Of Computer Science
  • 55. VR Applications Education Crossing street Construct3D 55Renoy Reji, Department Of Computer Science
  • 56. VR Application Treatment of Acrophobia 56Renoy Reji, Department Of Computer Science
  • 57. VR Applications Recreation 57Renoy Reji, Department Of Computer Science
  • 58. VR Application Design 58Renoy Reji, Department Of Computer Science
  • 59. VR Application Simulation Being 747 Flight Simulation 59Renoy Reji, Department Of Computer Science
  • 60. VR Application User Interface WNMS 60Renoy Reji, Department Of Computer Science
  • 62. VR Application Information Visualization Acetic Acid Quick Sort 62Renoy Reji, Department Of Computer Science
  • 63. VR Application Entertainment Virtual Racing 63Renoy Reji, Department Of Computer Science
  • 64. VR Application Military 64Renoy Reji, Department Of Computer Science
  • 65. 1. An Approach to Consistent Displaying of Virtual Reality Moving Objects • Author: Vasily Y. Kharitonov Department of Computers, Systems and Networks Moscow power engineering institute, Russian Federation • Taken from: Third International Conference on Dependability of Computer Systems DepCoS-RELCOMEX 2008 65Renoy Reji, Department Of Computer Science
  • 66. 1. An Approach to Consistent Displaying of Virtual Reality Moving Objects • Distributed virtual reality systems are a new step in the development of interactive 3d-graphics applications, allowing geographically remote users to interact in a shared virtual environment, as if they situated in one room. • In this paper the main principles of distributed virtual reality systems design are explored. Special attention is drawn to the reliability issues of such systems in terms of consistent interaction. • An approach to consistent displaying of virtual reality moving objects is proposed. 66Renoy Reji, Department Of Computer Science
  • 67. 2.Research on the Virtual Reality Simulation Engine • Authors: 1. GUOXIAOLI 2. FENGLI 3. LIUHONG 67Renoy Reji, Department Of Computer Science
  • 68. 2.Research on the Virtual Reality Simulation Engine • In this paper, comparison of the virtual reality substation simulation with the traditional substation simulation in visualization is done. • This paper explains a new mode which is based on the components and the virtual reality simulation engine is the kernel. 68Renoy Reji, Department Of Computer Science
  • 69. 3. Multimedia and Virtual Reality Techniques for the Control of ERA, the First Free Flying Robot in Space • Authors: Eckhard Freund, Jurgen RoBmann Institute of Robotics Research (IRF) Otto-Hahn-Str. 8 44227 Dortmund Germany. • Taken from, Proceedings of the 2001 IEEE international Conference on Robotics & Automation Seoul, Korea. May 21-26, 2001 69Renoy Reji, Department Of Computer Science
  • 70. 3. Multimedia and Virtual Reality Techniques for the Control of ERA, the First Free Flying Robot in Space • The commanding and supervision of complex automation systems for space as well as for terrestrial automation applications is a demanding task. • Modern developments in the field of virtual reality (VR) based man machine interfaces have the potential to facilitate such tasks enormously. 70Renoy Reji, Department Of Computer Science
  • 71. 4. Hands-free navigation methods for moving through a virtual landscape walking interface virtual reality input devices • Authors: Salvador Barrera Hiroki Takahashi Masayuki Nakajima Graduate School of Information Science and Engineering Tokyo Institute of Technology • Taken from: Proceedings of the Computer Graphics International (CGI’04) 1530-1052/04 © 2004 IEEE 71Renoy Reji, Department Of Computer Science
  • 72. 4. Hands-free navigation methods for moving through a virtual landscape walking interface virtual reality input devices • A new Virtual Reality Input device of hands-free controls for multi-scale navigation through abroad class of virtual environments. • One of the most important fields in virtual realty (VR) research, is the development of systems that allow the user to interface with the virtual environment. • The most intuitive method for moving through a virtual landscape is by walking. • The implementation of a walking interface for a virtual reality system also allows a greater range of biomechanical experimentation and game research. 72Renoy Reji, Department Of Computer Science
  • 73. 5. Research on Chinese Museum Design based on Virtual Reality • Authors: LIU Xia - School of Material Engineering, Taiyuan Institute of Technology, Taiyuan 030008, China QIAO Jiangang - School of Civil Engineering, Hebei University of Technology, Tianjin 300131, China. • Taken from: 2008 International Workshop on Modelling, Simulation and Optimization 73Renoy Reji, Department Of Computer Science
  • 74. 5. Research on Chinese Museum Design based on Virtual Reality • Through analyzing the definition and the current situation of Virtual Reality applied in the design of museum, produces to use separately HTML text language, QuickTime Virtual Reality technology, Virtual Reality Modeling Language and three-dimension software's to build up information interface platform, total virtual space environment of item on display and each model of item on display and the discussion and studying system platform. • Eventually concludes the advantages of using virtual reality in the display design of the museum and points out a new method to develop modern interior design by using the technology of Virtual Reality. 74Renoy Reji, Department Of Computer Science
  • 75. Conclusion • VR introduces a new way of interacting with computers • Web is very suitable for VR applications, but the proper technology is not yet there 75Renoy Reji, Department Of Computer Science
  • 76. Thank You For Your Patience