vr introduction (for web3d) jyun-ming chen fall 2001

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

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

VR Introduction(for web3d)

Jyun-Ming ChenFall 2001

Page 2: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Contents

VR DefinitionsVR ParadigmsVR Devices

Page 3: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

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 ...

Page 4: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

VR Definitions (cont)

a human-computer interfacecomputer creates a sensory-immersing environment,which interactively responds to and is controlled by the behavior of the user3 I’s of VR interactive, immersive, imaginative

Page 5: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Variations of VR

Generally speaking, they do achieve certain levels of 3 “I”s. Yet, they don’t look the same (and cost differently)

projected realityaugmented reality HUD (head-up displ

ay)tele-presencedesktop VR

Page 6: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

6

Immersive VRan immersive experience in which participants:

wear tracked head-mounted displays

view stereoscopic images

listen to 3-D sounds free to explore and inter

act within a 3-D world

Page 7: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Desktop & Projective VR

Page 8: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Augmented VR & Telepresence

Page 9: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Web3D and VR

You can think of Web3D as an inexpensive means to realize desktop VRCharacteristics: Platform: the WWW browser Graphics performance: restricted by browser

and/or plug-in Cost: none Language/software: open-source and some

proprietary

Page 10: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

VR Devices

Page 11: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

System Architecture

reality engine generate desired

output from the cues of input sensors

for example input: pos/orient

of head output: scene to

HMD

Page 12: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Position Sensors

6DOF (x,y,z, r,p,y)contact vs. non-contact potentiometer magnetic,

ultrasound, radar

absolute vs. relative

Page 13: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

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 envelopedata property noise, interference,

limitations, ...

Page 14: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Magnetic Sensors 3 stationary orthogo

nal 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

Page 15: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

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 s

peed up

Page 16: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Ultrasound Sensors

from 9 distance between speaker-microphone, compute the pos/orient c = (167.6 +

0.6T)m/s each speaker

activates in cycles

Page 17: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Ultrasound (cont)

pros cheaper not subject to metallic interferen

cecons

line-of-sight constraint lower update rate (than magneti

c ones) background noise (bounced off s

urfaces)multiple spkr/mic possible

Page 18: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Data Glove

most intuitive way to interface with virtual worldgesture: human hands has a much richer vocabulary (than the 6 DOF)

original goal Zimmerman, intere

sted in computer music, wondered whether there’s a way to make music by playing air guitar

1987: optical fiber + Lycra glove + Polhemus Isotrack

Page 19: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

most gloves handle angle flexion only

Hand DOF

Page 20: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Joint-Angle Measurement

technology determines the price and accuracy optical fiber strain gauge conductive ink

sensor mechanical

devices

Page 21: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

HMD

basic components optics: focus; increase f

ov screen: CRT or LCD enclosure: hold compon

ents; provide occlusiondesign concerns

ergonomics (wt. comfort)

image quality tracking

Page 22: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Stereo Glasses

group viewing cannot afford to

give everyone an HMD

technology shutter glasses r/b glasses spatial multiplexing

image (SMI) responsive

workbench

Page 23: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

3D Sound

important for immersive experienceStereo sound vs. 3D sound[cp. DirectSound]

Page 24: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Human Hearing ModelCues for sound localization

ITD (interaural time difference)

IID (interaural intensity difference)

• no info of front & back– head, torso, pinna scattering

Page 25: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Measuring HRTF

HTRF (head related transfer function)

some data commercially available

Page 26: VR Introduction (for web3d) Jyun-Ming Chen Fall 2001

Using HTRF

virtual sound position should be changed according to head positionFoster estimates 30-50 MIPS for each sound source even more

expensive for reflected sounds

convolvotron source position + corres

ponding HRTF [convolution] D/A, then headphone

commercial cards Acoustetron, Beachtron no. of sound sources, re

verberation allowed, Doppler effects, ...