7M836 Animation & Rendering

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Transcript 7M836 Animation & Rendering

7M836 Animation & Rendering
Examples / Virtual Reality
Joran Jessurun
[email protected]
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Virtual Reality - History
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1950 – Experience Theater
1957 – Sensorama (patented in 1962)
1970 – Artificial Reality
1977 – Aspen Movie Map
1985 – Cyber Space
1989 – Virtual Reality
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Virtual Reality
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Artificial environment that feels like a real environment.
Interactive
Immersive
Real Time 3d Rendering
Special peripherals: Gloves, Joysticks, Tracking, Head
Mounted Display, Goggles, etc.
• Sounds, Force Feedback, Smell, etc.
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Mierlo Mathijs
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Normaal fouten
Texturing fouten
Specular fout
Billboard bomen
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Mipmapping
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Zwarte Doos
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Versie zonder mipmapping
Versie met mipmapping
Transparantie fout in de bar
Achtergrond met behulp van een cubical panorama
gemaakt met TerraGen
(http://www.planetside.co.uk/terragen/)
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Zandpaviloen
• Model from Daan Willems (entered as an assignment 3 for
Animation and Rendering 2003)
• Uses OpenSceneGraph
• Render to texture for lighting
• Shows environment map for water (bad effect) and
windows (acceptable effect)
• Headlight effects.
• Show the clipping plane problem
– Zandwrong, show clipping planes that are to far away
– Zandright, shows accaptable clipping planes
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Powerwall
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3d projection (active stereo)
High Precision Head Tracking using 4 camera’s
Emersiveness only for one person
Wand for interaction with the Virtual Environment
3D Glasses with headtracker
Uses Vizard for making Virtual Enivronments
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Vizard Wijk Test (Marc Obbens)
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Uses OpenSceneGraph and Vizard
Made using OSGExp
A lot of geometry
Highly optimized
Show on powerwall normal
Demo in the Desk-Cave
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Max Object To Texture and
Demo for using OpenSceneGraph
• Demo of the usage of the render to texture option in max.
• Do standard platform with teapot example
• Exporting the scene to OpenSceneGraph using OSGExp
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Demo Vizard
• Can be used for assignment 3
• Scripting example:
– Let objects drop out of a cup
• Demo Walktrough
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Demo Vizard Physics
The drop the pencils out of the cup demo
import viz
viz.go()
viz.MainView.setPosition(5, 5, -20)
ground = viz.add('platform.osg')
ground.setScale(10, 1, 10)
ground.setPosition(0, -5, 0)
print ground.collideBox()
ground.disable(viz.DYNAMICS)
cup = viz.add('cup.osg')
cup.collideMesh()
#cup.enable(viz.DYNAMICS)
viz.MainView.lookat(cup.getPosition())
for i in range(-3, 3):
box = viz.add('box.wrl')
box.setScale(0.2, 3, 0.2)
box.translate([i * 0.2, 3, i * 0.2])
box.collideBox()
viz.phys.enable()
cup.addAction(vizact.spinto(1, 0, 0, -120, 10))
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Demos
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Powerwall – Engine
Desk Cave – Movaris + Vizard Wijk Test
Occulus – Movaris
Smart Home
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Demo Desk-CAVE
• Virtuele Campus
• Movaris
• Vizard Wijk Test
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Demo Walkrough
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Movaris model with interactive doors
Uses Vizard
Level of detail
Photo’s for textures
Demo in Desk-Cave
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Demo SmartHome
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Interactive demo using touchscreen
Vertex Shaders
Particle System
Baked Textures
Change Lighting
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Oculus Rift
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Kickstarter
Head Mounted Display
DSLab: first developer version
Palmer Lucky, John Carmack
March 2014 Facebook bought Oculus VR.
90 Degrees FOV
Resolution: 1280×800 (>640 x 800 per eye). Consumer
version will have higher resolution.
• 3DoF headtracker (uses gyros, accelerometers and
magnetometers) - later versions have faster responsetime.
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