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VR Introduction for web3d

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listen to 3-D sounds. free to explore and interact within a 3-D world. Desktop & Projective VR ... music, wondered whether there's a way to make music by ... – PowerPoint PPT presentation

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Title: VR Introduction for web3d


1
VR Introduction(for web3d)
  • Jyun-Ming Chen
  • Fall 2001

2
Contents
  • VR Definitions
  • VR Paradigms
  • VR Devices

3
VR Definitions
  • ... making systems that fool human senses
  • ... a new media for getting your hands on
    information ...
  • The difference between VR and multimedia is that
    VR is about creation ...
  • The question ... is whether the created world
    is real enough for you to suspend your disbelief
    for a period of time ...

4
VR Definitions (cont)
  • a human-computer interface
  • computer creates a sensory-immersing environment,
  • which interactively responds to and is
    controlled by the behavior of the user
  • 3 Is of VR
  • interactive, immersive, imaginative

5
Variations of VR
  • Generally speaking, they do achieve certain
    levels of 3 Is.
  • Yet, they dont look the same (and cost
    differently)
  • projected reality
  • augmented reality
  • HUD (head-up display)
  • tele-presence
  • desktop VR

6
Immersive VR
  • an immersive experience in which participants
  • wear tracked head-mounted displays
  • view stereoscopic images
  • listen to 3-D sounds
  • free to explore and interact within a 3-D world

7
Desktop Projective VR
8
Augmented VR Telepresence
9
Web3D and VR
  • You can think of Web3D as an inexpensive means to
    realize desktop VR
  • Characteristics
  • Platform the WWW browser
  • Graphics performance restricted by browser
    and/or plug-in
  • Cost none
  • Language/software open-source and some
    proprietary

10
VR Devices
11
System Architecture
  • reality engine
  • generate desired output from the cues of input
    sensors
  • for example
  • input pos/orient of head
  • output scene to HMD

12
Position Sensors
  • 6DOF (x,y,z, r,p,y)
  • contact vs. non-contact
  • potentiometer
  • magnetic, ultrasound, radar
  • absolute vs. relative

13
Sensor Parameters
  • update rate
  • measurement per sec.
  • latency
  • time delay between action result
  • accuracy
  • difference between actual measured
  • resolution
  • minimal detectable change
  • modes of operation
  • streaming sensor send data continuously
  • one-shot data sent when requested
  • working envelope
  • data property
  • noise, interference, limitations, ...

14
Magnetic Sensors
  • 3 stationary orthogonal antenna, producing a low
    freq. field
  • receiver another set of ortho. antennas
  • signals of receiver to determine pos/orient
  • hook up receiver to moving objects

15
Magnetic Sensors (cont)
  • Sensor noise
  • conditioning circuitry
  • increase near the limit of envelope
  • accuracy degrades near metallic objects
  • calibration method
  • Multiple receiver/transmitter
  • large envelope
  • moving objectS
  • data transmission speed up

16
Ultrasound Sensors
  • from 9 distance between speaker-microphone,
    compute the pos/orient
  • c (167.6 0.6T)m/s
  • each speaker activates in cycles

17
Ultrasound (cont)
  • pros
  • cheaper
  • not subject to metallic interference
  • cons
  • line-of-sight constraint
  • lower update rate (than magnetic ones)
  • background noise (bounced off surfaces)
  • multiple spkr/mic possible

18
Data Glove
  • most intuitive way to interface with virtual
    world
  • gesture human hands has a much richer vocabulary
    (than the 6 DOF)
  • original goal
  • Zimmerman, interested in computer music, wondered
    whether theres a way to make music by playing
    air guitar
  • 1987 optical fiber Lycra glove Polhemus
    Isotrack

19
Hand DOF
  • most gloves handle angle flexion only

20
Joint-Angle Measurement
  • technology determines the price and accuracy
  • optical fiber
  • strain gauge
  • conductive ink sensor
  • mechanical devices

21
HMD
  • basic components
  • optics focus increase fov
  • screen CRT or LCD
  • enclosure hold components provide occlusion
  • design concerns
  • ergonomics (wt. comfort)
  • image quality
  • tracking

22
Stereo Glasses
  • group viewing
  • cannot afford to give everyone an HMD
  • technology
  • shutter glasses
  • r/b glasses
  • spatial multiplexing image (SMI)
  • responsive workbench

23
3D Sound
  • important for immersive experience
  • Stereo sound vs. 3D sound
  • cp. DirectSound

24
Human Hearing Model
  • Cues for sound localization
  • ITD (interaural time difference)
  • IID (interaural intensity difference)
  • no info of front back
  • head, torso, pinna scattering

25
Measuring HRTF
  • HTRF (head related transfer function)
  • some data commercially available

26
Using HTRF
  • virtual sound position should be changed
    according to head position
  • Foster estimates 30-50 MIPS for each sound source
  • even more expensive for reflected sounds
  • convolvotron
  • source position corresponding HRTF
  • convolution
  • D/A, then headphone
  • commercial cards
  • Acoustetron, Beachtron
  • no. of sound sources, reverberation allowed,
    Doppler effects, ...
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