Virtual Reality Trend for Digital Animation and Global Success Cases Jim X.

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Transcript Virtual Reality Trend for Digital Animation and Global Success Cases Jim X.

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
Contents
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Introduction to Virtual Reality and Hardware
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Virtual Reality Current Trend
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Virtual Reality Software and Digital Animation
Systems
VR Research, Applications and Global
Successful Cases
11/7/2015
http://graphics.gmu.edu
2
Intro to VR & Hardware
Conventional Computer
Computer
World
VR-based Computer
Computer
World
11/7/2015
http://graphics.gmu.edu
3
VR technologies
Character CRT
Computer
graphics
Keyboard
Graphic CRT
Realtime
CG
Virtual console
Mouse tablet
3D mouse
Computer
simulation/
visualization
Virtual Reality
Video arts
Virtual
products
design
3D CAD
Computer
Aided Design
Tele-conference
Tele-Existence
TV phone
Tele-Operation
Telephone
All technologies meet together at VR !!
11/7/2015
http://graphics.gmu.edu
4
A sense of of immersion
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Stereoscopic
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Tracking
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Tactile & haptic
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Acoustic, etc.
11/7/2015
http://graphics.gmu.edu
5
3D Graphics and Stereoscopes
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3D graphics
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Stereoscopes
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11/7/2015
User controlled movement and view
Objects may respond to actions and
environment
3D graphics
2 projections
http://graphics.gmu.edu
6
Crystal Eyes
(http://www.stereographics.com/)
Head Mounted Displays
(http://www.fakespace.com/)
(http://www.stereo3d.com/)
Tracking Systems
(http://www.polhemus.com/)
(http://www.ascension-tech.com)
ImmersaDesk
(http://www.fakespace.com/)
CAVE
(http://www.fakespace.com/)
(http://evlweb.eecs.uic.edu/pape/CAVE/)
RAVE
(http://www.fakespace.com/)
Immersive Work Wall
VisionDome
Alternate Realities Corporation
http://www.virtual-reality.com/index.html
http://www.avrrc.lboro.ac.uk/Visiondome_facility.html
Tactile and Haptic Devices
PHANToM (http://www.sensable.com)
11/7/2015
http://graphics.gmu.edu
15
Cyberglove
(http://www.virtex.com)
Immersion Corp: Impulse
Engines (2D and 4D [pinch])
11/7/2015
http://graphics.gmu.edu
17
Sarcos Dextrous Master
11/7/2015
http://graphics.gmu.edu
18
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
11/7/2015
http://graphics.gmu.edu
19
Exoskeleton (Iowa State U.)
•An other exoskeleton
system developed at Iowa
State University
• Based on electromagnetic
coupling
11/7/2015
http://graphics.gmu.edu
20
CyberGrasp
11/7/2015
http://graphics.gmu.edu
21
3 DoF Force Feedback Joystick
11/7/2015
http://graphics.gmu.edu
22
CyberTouch
11/7/2015
http://graphics.gmu.edu
23
TouchMaster
•TouchMaster is a vibro-tactile
transducer commercialized by EXOS
• Use 6 to 10 speakers coils
•An vibrate at a frequency of 210 Hz
11/7/2015
http://graphics.gmu.edu
24
Virtual Reality - Immersion
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Key to the VR field is “immersion”.
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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:
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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:
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11/7/2015
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.
http://graphics.gmu.edu
25
VR Terminology
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Virtual / Synthetic Environments
Tele-presence
Presence
Cyberspace
Immersion
Simulator / Motion Sickness
Lag time
3D rendering / Graphics Engine
VRML
Bodysuit
Head Mounted Display (HMD)
11/7/2015
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3D Mouse
Joystick
Stereoscopic Display
Liquid Crystal Shutterglasses
Ultrasonic / Magnetic / Optical
Tracking
Cyber / Power / Data Glove
Haptic Display
Position Tracking
http://graphics.gmu.edu
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Types of VR
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Window on World
(WoW), Desktop
Immersive
Telepresence
Mixed Reality
(head up displays)
Fishtank VR
11/7/2015
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Entry level VR
Basic VR
Advanced VR
Projected VR
(maybe with
shutterglasses)
Cockpit Simulators
http://graphics.gmu.edu
27
Output Devices
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Visual
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Audio (Stereo)
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Speakers, Earphones, Speech, Music
Tactile
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Computer Screen, Head Mounted Display, 3D Shutter
Glasses, Cyberscope, ImmersaDesk, CAVE, Spherical
Projection, Big Screen Technology, Visiondome, Reality
Centre.
Tactile Gloves
Motion
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11/7/2015
eg. Flight Simulators using pneumatic motion simulators
http://graphics.gmu.edu
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Input Devices
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DataGlove and Bodysuit
Mouse, Joystick, Keyboard, 3D Mouse
Movement Trackers (eg Polhemus)
Gesture Recognition (with DataGlove)
Speech Recognition
11/7/2015
http://graphics.gmu.edu
29
Virtual Reality: Current Trend
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PC-driven VR system (www.quantum3d.com)
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multi-channel synchronized PC-IG
Networked virtual environments with avatars
(www.activeworlds.com)
Web3D immersive systems
(http://www.web3d.org)
Image-based/Quicktime VR
11/7/2015
http://graphics.gmu.edu
30
Digital Communication and Animation:
Active Worlds (AW)
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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
11/7/2015
http://graphics.gmu.edu
31
The virtual reality of AW
Getting into a world in the universe ….
The background image
The horizontal 0 level surface
of the world
11/7/2015
http://graphics.gmu.edu
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The virtual reality of AW
… later there was:
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an avatar
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building blocks (objects)
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11/7/2015
virtual embodiment of person in AW
the building material in AW
the blocks are active - they can
respond with some action, or provide
additional information.
http://graphics.gmu.edu
33
The window to an AW
universe/world
3D area
Web area
Multifunction
area
Synchronous communication area
11/7/2015
http://graphics.gmu.edu
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What is Web3D?
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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
11/7/2015
http://graphics.gmu.edu
35
3D for the Web
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Exploring web-based 3D environments requires
the use of a Plug-in
Formats/architectures include:
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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
11/7/2015
http://graphics.gmu.edu
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History of Web3D
11/7/2015
http://graphics.gmu.edu
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Java3D - Class
11/7/2015
http://graphics.gmu.edu
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Web3D games
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http://www.dave2n.com/
http://www.dccard.co.jp/
http://www.activeworlds.com
11/7/2015
http://graphics.gmu.edu
39
Image-based Virtual Reality
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VR system using Image-based Rendering
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Presence + Interaction + Autonomy
11/7/2015
http://graphics.gmu.edu
40
Image-based Virtual Reality
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Characteristics of Images
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11/7/2015
Fixed scene geometry
Fixed camera movement
Fixed light condition
Limitation on image resolution
http://graphics.gmu.edu
41
Image-based Virtual Reality
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QuickTimeVR was introduced in 1994
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11/7/2015
photorealistic virtual reality type effects
with limited interaction
Applications : Museum, Gallery,
Sightseeing,
Model House, Cyber Shopping Mall
http://graphics.gmu.edu
42
Virtual Reality Software and
Digital Animation Systems
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Low-level graphics libraries
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Visualization
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Modeling and Rendering
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Animation and Simulation
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VR Software/Web3D: inventor, VRML, X3D,
WTK, WUP, etc.
11/7/2015
http://graphics.gmu.edu
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Virtual Reality Software and
Digital Animation Systems
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Book: Guide to Graphics Software Tools:
http://cs.gmu.edu/~jchen/graphics
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11/7/2015
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
http://graphics.gmu.edu
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VR Research, Applications and
Global Successful Cases
Education/
Training
Design
Engineering
Entertainment
Museum
Arts
VR application
Scientific
Visualization
Medicine
Communication
Products
Engineering
11/7/2015
http://graphics.gmu.edu
45
VR Research
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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)
11/7/2015
http://graphics.gmu.edu
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VR Research
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Problems
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VR still costly for good system
Still seen as “research” by most companies
Gap between promise and delivery
Applications
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11/7/2015
Demonstrating products, Sales, Design,
Manufacturing, 3D modelling, Walk
through, Visualisation, Training, Process
control...
http://graphics.gmu.edu
47
Industry
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A couple of companies using VR
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VOLVO
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Nokia
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VR + PHANToM, to test new and potential telephone
designs.
British Telecom
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11/7/2015
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.
For visualisation of extremely complex telephone
network in England and isolation of faults using 3D visual
cues.
http://graphics.gmu.edu
48
Training / Education
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Patient teachers of real-world situations
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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 to
reduce the chance for human error.
With Complex Procedures,
eg. Surgical Operations, can practice on
virtual patients first, or have the patient
scanned and made into a virtual model complete with force feedback on the surgical instruments.
11/7/2015
http://graphics.gmu.edu
49
(Augmented) Telepresence
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VR overlaid onto real-world with seethrough HMD.
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11/7/2015
eg: Heads-up display in fighter plane
eg: Surgeon operating on a patient with
overlays from CAT scans to highlight critical
nerves, tendons etc.
http://graphics.gmu.edu
50
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
11/7/2015
http://graphics.gmu.edu
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