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Virtual Reality Trend for Digital Animation and Global

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Key to the VR field is 'immersion' ... 3D Mouse. Joystick. Stereoscopic Display. Liquid Crystal Shutterglasses ... Mouse, Joystick, Keyboard, 3D Mouse ... – PowerPoint PPT presentation

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Title: Virtual Reality Trend for Digital Animation and Global


1
Virtual Reality Trend for Digital Animation and
Global Success Cases
  • Jim X. Chen, Ph.D.
  • Director of Computer Graphics Lab
  • George Mason University
  • Fairfax, VA 22030

2
Contents
  • Introduction to Virtual Reality and Hardware
  • Virtual Reality Current Trend
  • Virtual Reality Software and Digital Animation
    Systems
  • VR Research, Applications and Global Successful
    Cases

3
Intro to VR Hardware
Conventional Computer
VR-based Computer
Computer World
4
VR technologies
Character CRT
Keyboard
Computer graphics
Graphic CRT
Mouse tablet
Realtime CG
Virtual console
3D mouse
Computer simulation/ visualization
Video arts
Virtual products design
Tele-conference
Tele-Existence
TV phone
3D CAD
Tele-Operation
Computer Aided Design
Telephone
All technologies meet together at VR !!
5
A sense of of immersion
  • Stereoscopic
  • Tracking
  • Tactile haptic
  • Acoustic, etc.

6
3D Graphics and Stereoscopes
  • 3D graphics
  • User controlled movement and view
  • Objects may respond to actions and environment
  • Stereoscopes
  • 3D graphics
  • 2 projections

7
Crystal Eyes (http//www.stereographics.com/)
8
Head Mounted Displays
(http//www.fakespace.com/) (http//www.stereo3d.c
om/)
9
Tracking Systems(http//www.polhemus.com/)(http
//www.ascension-tech.com)
10
ImmersaDesk (http//www.fakespace.com/)
11
CAVE (http//www.fakespace.com/)
(http//evlweb.eecs.uic.edu/pape/CAVE/)
12
RAVE (http//www.fakespace.com/)
13
Immersive Work Wall
14
VisionDome
Alternate Realities Corporation http//www.virtual
-reality.com/index.html
http//www.avrrc.lboro.ac.uk/Visiondome_facility.h
tml
15
Tactile and Haptic Devices
PHANToM (http//www.sensable.com)
16
Cyberglove (http//www.virtex.com)
17
Immersion Corp Impulse Engines (2D and 4D
pinch)
18
Sarcos Dextrous Master
19
REFLEX
  • FREFLEX is a 7 joints articulation systems that
    mimics human motion
  • Is an exosqueleton system allowing real-time
    control of robots
  • Update rate of 130Hz

20
Exoskeleton (Iowa State U.)
  • An other exoskeleton system developed at Iowa
    State University
  • Based on electromagnetic coupling

21
CyberGrasp
22
3 DoF Force Feedback Joystick
23
CyberTouch
24
TouchMaster
  • TouchMaster is a vibro-tactile transducer
    commercialized by EXOS
  • Use 6 to 10 speakers coils
  • An vibrate at a frequency of 210 Hz

25
Virtual Reality - Immersion
  • Key to the VR field is immersion.
  • A VR environment is immersive if it gives the
    user the feeling of being inside a scene, rather
    than simply looking at the scene.
  • True VR is nonexistent, but we do what we can
  • Create a scene that is viewed by the user as if
    they are in it.
  • Allow the user to interact with objects in the
    scene in something approximating a natural way.
  • Bring in as many senses as we can
  • Sight sound are the main ones we deal with.
  • Lots of research is begin done on touch (haptic
    interfaces).
  • Taste smell forget it, for now.

26
VR Terminology
  • Virtual / Synthetic Environments
  • Tele-presence
  • Presence
  • Cyberspace
  • Immersion
  • Simulator / Motion Sickness
  • Lag time
  • 3D rendering / Graphics Engine
  • VRML
  • Bodysuit
  • Head Mounted Display (HMD)
  • 3D Mouse
  • Joystick
  • Stereoscopic Display
  • Liquid Crystal Shutterglasses
  • Ultrasonic / Magnetic / Optical Tracking
  • Cyber / Power / Data Glove
  • Haptic Display
  • Position Tracking

27
Types of VR
  • Window on World (WoW), Desktop
  • Immersive
  • Telepresence
  • Mixed Reality(head up displays)
  • Fishtank VR
  • Entry level VR
  • Basic VR
  • Advanced VR
  • Projected VR (maybe with shutterglasses)
  • Cockpit Simulators

28
Output Devices
  • Visual
  • Computer Screen, Head Mounted Display, 3D Shutter
    Glasses, Cyberscope, ImmersaDesk, CAVE, Spherical
    Projection, Big Screen Technology, Visiondome,
    Reality Centre.
  • Audio (Stereo)
  • Speakers, Earphones, Speech, Music
  • Tactile
  • Tactile Gloves
  • Motion
  • eg. Flight Simulators using pneumatic motion
    simulators

29
Input Devices
  • DataGlove and Bodysuit
  • Mouse, Joystick, Keyboard, 3D Mouse
  • Movement Trackers (eg Polhemus)
  • Gesture Recognition (with DataGlove)
  • Speech Recognition

30
Virtual Reality Current Trend
  • PC-driven VR system (www.quantum3d.com)
  • multi-channel synchronized PC-IG
  • Networked virtual environments with avatars
    (www.activeworlds.com)
  • Web3D immersive systems
  • (http//www.web3d.org)
  • Image-based/Quicktime VR

31
Digital Communication and Animation Active
Worlds (AW)
  • Universe, populated by Worlds
  • Universe server
  • universe.activeworlds.com
  • World servers
  • anywhere on the Internet
  • Enter the Universe
  • Select and enter a world in that Universe

32
The virtual reality of AW
Getting into a world in the universe .
33
The virtual reality of AW
  • later there was
  • an avatar
  • virtual embodiment of person in AW
  • building blocks (objects)
  • the building material in AW
  • the blocks are active - they can respond with
    some action, or provide additional information.

34
The window to an AW universe/world
3D area
Web area
Multifunction area
Synchronous communication area
35
What is Web3D?
  • The term Web3d describes any programming or
    descriptive language that can be used to deliver
    interactive 3D objects and worlds across the
    internet.
  • Virtual Reality Modeling Language (VRML), Java3D
    and X3D (under development) - also any
    proprietary languages that have been developed
    for the same purpose come under the umbrella of
    Web3d.
  • http//www.web3d.org web3d consortuim

36
3D for the Web
  • Exploring web-based 3D environments requires the
    use of a Plug-in
  • Formats/architectures include
  • The Virtual Reality Modelling Language (VRML)
    viewers include Blaxxun Contact, Cosmo Player and
    Cortona
  • X3D
  • Superscape e-Visualizer and Viscape
  • Cult 3D
  • Biovirtual 3DMeNow
  • Active Worlds
  • Shout3D
  • Shockwave 3D

37
History of Web3D
38
Java3D - Class
39
Web3D games
  • http//www.dave2n.com/
  • http//www.dccard.co.jp/
  • http//www.activeworlds.com

40
Image-based Virtual Reality
  • VR system using Image-based Rendering
  • Presence Interaction Autonomy

41
Image-based Virtual Reality
  • Characteristics of Images
  • Fixed scene geometry
  • Fixed camera movement
  • Fixed light condition
  • Limitation on image resolution

42
Image-based Virtual Reality
  • QuickTimeVR was introduced in 1994
  • photorealistic virtual reality type effectswith
    limited interaction
  • Applications Museum, Gallery,
    Sightseeing, Model House, Cyber Shopping Mall

43
Virtual Reality Software and Digital Animation
Systems
  • Low-level graphics libraries
  • Visualization
  • Modeling and Rendering
  • Animation and Simulation
  • VR Software/Web3D inventor, VRML, X3D, WTK, WUP,
    etc.

44
Virtual Reality Software and Digital Animation
Systems
  • Book Guide to Graphics Software Tools
    http//cs.gmu.edu/jchen/graphics
  • A shortcut to graphics programming shortest
    textbook that covers all
  • A list of all graphics related tools, including
    Web3D and Virtual Reality
  • Rich online sources to all different tools

45
VR Research, Applications and Global Successful
Cases
Education/ Training
Design Engineering
Entertainment
Museum Arts
VR application
Medicine
Scientific Visualization
Communication
Products Engineering
46
VR Research
  • Better, Faster VR with less side-effects.
  • The long-term effects of VR.
  • Applications of VR (eg for assessment of brain
    damage and rehabilitation)
  • New VR machinery.
  • VR (and 3D) as the interface to a process.
  • Presence (what is it and how do we measure it)

47
VR Research
  • Problems
  • VR still costly for good system
  • Still seen as research by most companies
  • Gap between promise and delivery
  • Applications
  • Demonstrating products, Sales, Design,
    Manufacturing, 3D modelling, Walk through,
    Visualisation, Training, Process control...

48
Industry
  • A couple of companies using VR
  • VOLVO
  • to test car interior designs and to demonstrate
    new cars on virtual roads.
  • Combined VR and real car cockpit, gives tactile,
    visual and audible information.
  • Nokia
  • VR PHANToM, to test new and potential telephone
    designs.
  • British Telecom
  • For visualisation of extremely complex telephone
    network in England and isolation of faults using
    3D visual cues.

49
Training / Education
  • Patient teachers of real-world situations
  • Safer and Cheaper environment, no lives at risk.
  • People with special needs
  • Cockpit Simulation (flight simulators)
  • Complex Machinery - manipulate parts and see into
    difficult areas with on-line help
  • In dangerous Situations, eg. Nuclear Reactor -
    quick in and out, get used to the layout before
    entering for real toreduce the chance for human
    error.
  • With Complex Procedures,eg. Surgical Operations,
    can practice onvirtual patients first, or have
    the patientscanned and made into a virtual model
    - complete with force feedback on the surgical
    instruments.

50
(Augmented) Telepresence
  • VR overlaid onto real-world with see-through HMD.
  • eg Heads-up display in fighter plane
  • eg Surgeon operating on a patient with overlays
    from CAT scans to highlight critical nerves,
    tendons etc.

51
Users with special needs
Specialized requirements which are often
well-served by VR systems visual impairment
- screen readers, SonicFinder physical
disability - speech input, gesture
recognition, predictive systems (e.g.
Reactive keyboard) learning disabilities (e.g.
dyslexia) - speech input, output
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