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Are We Getting Closer to Virtual Time Travel

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Title: Are We Getting Closer to Virtual Time Travel


1
Are We Getting Closer to Virtual Time Travel?
Department of Computing Science University of
Alberta
  • Dr. Pierre Boulanger
  • Department of Computing Science
  • University of Alberta

2
Ben-Hur 1925
3
Cleopatra 1965
4
Gladiator 2000
5
What Was Accomplished?
  • Many of our popular images and insights of
    history come from Hollywood movies
  • They usually are not historically accurate
  • In the early movies sets were done with cardboard
    and paint
  • New graphic technology and better historical
    knowledge has allowed movie makers to be more
    accurate and give to the viewer a real sense of
    being there.
  • But is this really time travel? NO

6
What Are the Problems?
  • In the Real World, Time Travel is Impossible
    Because of Causality
  • The only way to time travel is through our
    imagination
  • Stories and Plays
  • Books
  • Films
  • And Now Virtual Reality

7
What Are the Problems?
  • Our current civilization has accumulated a large
    body of historical knowledge from our
    predecessors.
  • Most of this knowledge is gained through materiel
    culture such as artifacts, books and paintings,
    as well as through stories and legends.
  • They are usually distributed all across the world
    in remote inaccessible places or cultural
    institutions.
  • Most of these historical artifacts are fragile
    and should not be transported and/or manipulated.

8
Why Do We Need This?
  • Contrary to rumor, history is not dead!
  • From historical fact, we are able to recreate not
    only how kings and queens lived, but also how the
    average citizen, peasant, and slave lived under
    them.
  • Those who do not know history are bound to repeat
    it!
  • This is true only if we have a clear and accurate
    knowledge of history.
  • Accurate knowledge of history is important not
    only for a few academics but also for the
    citizen.
  • True democracy requires informed citizens.

9
What Do We Need?
  • To have a real sense of time travel we need to
    be able
  • To navigate and explore the past at will
  • To question the meaning of things and ideas
  • To interact with and influence historical
    characters
  • To create a plausible visual reconstruction of
    buildings, peoples, and artifacts
  • To create a sense of intimacy with the virtual
    world.
  • Do we have any of these capabilities?
  • No, not really, but we are getting there!

10
Definition of Virtual Reality
  • A virtual reality system is an interface between
    a human and a machine capable of creating a
    real-time sensory experience of real and
    artificial worlds through the various human
    sensory channels. These sensory channels for
    humans are Vision Audition, Touch, Smell, and
    Taste.
  • Burdea, 1993

11
Generic VR System
3D Graphic Rendering
VR Models
Display System
Haptic Rendering
High Speed Network
3D Sound Rendering
Input Sensors
12
Various Display Systems
13
The Three Is of Virtual Reality
Immersion
Imagination
Interaction
14
The Time Machine
15
The Virtual Time Machine
Sound Archive
Distributed Virtual Data Server
3D Models Archive
High Speed Network or Satellite Link
Interactive Virtual Display Stations
Text Archive
Haptic Archive
Virtual Models
Images Archive
16
Digitizing the Real World
  • Object Digitizing
  • Indoor Environment Digitizing
  • Outdoor Environment Digitizing
  • Material Properties

17
Reality-Virtuality Continuum
Real Environment
Virtual Environment
Reality-Virtuality (RV) Continuum
Extent of World Knowledge Continuum
World Completely Modeled
World Unmodeled
World Partially Modeled
18
Commercial Version of the Auto-Synchronized
Range Sensor
  • Based on NRC auto-synchronized geometry and
    commercialized by Hymarc Ltd.
  • System mounted on a CMM
  • Precision of 25 micro-meters
  • Designed for high-precision work

www.hymarc.com
Color Scan
Hyscan 45c
19
NRCC Color Range Sensor
Illumination with polychromatic laser Multiple
peak detection
(x,y,z r,v,b)
20
Color Range Sensor Data
Multi-view Sensing
Computer Generated Views of the Mark
21
A Virtual 3D Model
22
Large Field of View Camera Archaeology
Sculpture
  • LFV Camera
  • digitizing large structures
  • monochrome system
  • range 50 cm to 10 m
  • resolution 70 ?m at 50 cm

Digitizing St. James Tomb in Israel and the
sculpture Mythic Messengers at the Canadian
Museum of Civilization
23
Digital Model of St. James Tomb
The irregular surface details recorded by the
camera add realism to the VR display
24
Digitizing a Mayan Hieroglyphic Stairway at the
Peabody Museum
Scanning using the linear translation stage
25
3D Digital Model of the Hieroglyphic Stairway
  • Complete Model Detail of Lower Left Step

26
Digital Michelangelo Project
The NRC scanner has been used for high resolution
imaging of surface details on works by
Michelangelo including David
27
Data Acquisition Platform
28
3-D Model Reconstruction
Geometry
Textured model
29
Digitizing Outdoor Environments Using
Photogrammetry
Calibration Parameters
Compute 3-D Points
Solve Correspondences
Create 3-D Textured Model
30
3-D Model of Building
31
Modeling Measurement From Images
ShapeCapture
Creates accurate models interactively from
digital images
  • Full calibration
  • Accurate measurement
  • Photogrammetry
  • Surface fitting
  • Meshing of unorganized points
  • Texture mapping

32
Digitizing Material Properties
Work by Dinesh Pai at UBC
Reality Based Sound Rendering
Sound Characteristics Acquisition
33
Virtual Reconstruction of Historical Monuments
(University of Calgary)
Dr Richard Levy is leading the development of
3D computer visualizations in urban planning. 
Simulating the reconstruction of urban sites
through high performance computer visualizations,
Dr Levy has been able to successfully reconstruct
the twelfth century temple site of Phimai,
Thailand.
34
UofA/NRC Virtual Museum
35
NRC/CMC Virtual Museum
http//cfml.iit.nrc.ca/infusion/VMC/inuit_e.html
36
Image Based Modeling
  • Image Based Modeling is usually characterized as
    the poor mans VR.
  • In fact, it might turn out that it is the best
    way to provide immersion of complex environments.
  • These algorithms combine the information
    contained in the various images into a
    representation called light fields at Stanford
    and lumigraph at Microsoft.
  • The most well-known image -based rendering
    method is Apples QuickTime VR.

37
QuickTime VR
www.louvre.fr
38
QuickTime VR
39
Copan Museum (Honduras)
http//www.maya-archaeology.org/VRHTML/copangate2.
html
40
CMC 3-D Virtual Reality Theatre
  • Features
  • Seating for 20-25 visitors
  • 3 m x 4.6 m (10x15) screen
  • Electrohome projector
  • SGI Onyx 2 Reality computer
  • Passive polarizing glasses
  • VR Tour Guide hosts

41
Virtual Museum or Digital Repatriation
A replica of Tutankhamuns mask was scanned and
the 3-D model inserted into the tomb model.
42
VR Tour Tomb of Tutankhamum
The VR tour shows visitors the Tomb as they would
experience it today.
43
Virtual Avatars or Guide
Left Image
Stereo Texture
Right Image
44
Virtual Avatars from 3-D Sensors
Text
AA
Avatar Synthesis 3-D Sound 3-D Geometry
Using Morphing
Expression Database
Synthesis
Neutral
Smile
3-D Alignment of the Basic Models
Kiss
45
What Can We Do Today?
  • We can digitize artifacts and medium sized sites
    in 3D or by using image-based rendering
    techniques.
  • We can use advanced 3D modeling software to
    create buildings of the past from ruins or old
    schematics.
  • We can create 3D immersive displays to present
    this information.
  • We have multi-media and GIS tools for integrating
    all this information into a coherent body of
    knowledge.
  • We also have ways to merge 2D movies into 3D
    worlds to create realistic characters.
  • We can create good virtual walks-through and
    historical websites.
  • But is this good enough? NO!

46
What We Need to Do ?
  • To develop advanced computer systems capable of
    generating high quality immersion.
  • We need more advanced editing tools to create
    content, especially characters.
  • We need more than visual rendering, i.e.,
    Haptics, Auditory, Smell.
  • We need to digitize most of the world artifacts
    and make them available for site development.

47
Who Should Do This?
  • Historians, Computer Scientists,
    Socio-anthropologists, and Visual Artists need to
    get together to create these universes.
  • The production of a virtual time traveling
    machine for one era may cost more than the
    production of a big box movie.
  • If so, how should it be marketed?
  • Are we far from our goal? Yes, but we are
    starting to go in the right direction.

48
My Prediction
  • 2020 for the first credible virtual time travel
    experience
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