Transcript
Page 1: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Hie

rarc

hica

l Mod

elin

g

•A

nod

e re

pres

ents

:–

rota

tion(

s)

–ge

omet

ric

prim

itive

(s)

–T

rans

form

atio

ns

The

roo

t can

be

anyw

here

(h

ip)

Con

trol

for

eac

h jo

int a

ngle

, pl

us g

loba

l pos

itio

n an

d or

ient

atio

n

hip

tors

o

head

l. ar

m2

l. ar

m1

r. a

rm1

r. a

rm2l.

leg1

l. le

g2

r. le

g1

r. le

g 2

shou

lder

neck

Rel

evan

t Ope

nGL

Rou

tine

s

•gl

Push

Mat

rix(

),gl

PopM

atri

x()

–pu

sh a

nd p

op th

e st

ack.

pus

h le

aves

a c

opy

of th

e cu

rren

t m

atri

x on

top

of th

e st

ack

•gl

Loa

dIde

ntity

(),g

lLoa

dMat

rixd

(M)

–lo

ad th

e Id

entit

y m

atri

x, o

r an

arb

itra

ry m

atri

x, o

nto

top

of th

e st

ack

•gl

Mul

tMat

rixd

(M)

–m

ulti

ply

the

mat

rix

C o

n to

p of

sta

ck b

y M

. C

= C

M

•gl

Ort

ho(x

0,y0

,x1,

y1,z

0,z1

)–

set u

p pa

ralle

l pro

ject

ion

mat

rix

•gl

Rot

atef

(the

ta,x

,y,z

),gl

Rot

ated

(…)

–ax

is/a

ngle

rot

ate.

“f”

and

“d”

take

flo

ats

and

doub

les,

res

pect

ivel

y

•gl

Tra

nsla

tef(

x,y,

z),g

lSca

lef(

x,y,

z)–

tran

slat

e, s

cale

. (al

so e

xist

in “

d” v

ersi

ons.

)

Bq

p

Ar

Tra

ns -

r

Rot

v

Tra

ns q

A

Tra

ns -

p

Rot

u

Tra

ns T

B

Ope

nGL

Exa

mpl

e

glL

oadI

dent

ity()

;gl

Ort

ho(…

);gl

Push

Mat

rix(

);gl

Tra

nsla

tef(

Tx,

Ty,

0);

glR

otat

ef(u

,0,0

,1);

glT

rans

late

f(-p

x,-p

y,0)

;gl

Push

Mat

rix(

);gl

Tra

nsla

tef(

qx,q

y,0)

;gl

Rot

atef

(v,0

,0,1

);gl

Tra

nsla

tef(

-rx,

-ry,

0);

Dra

w(A

);gl

PopM

atri

x();

Dra

w(B

);gl

PopM

atri

x();

Hie

rarc

hy m

etho

ds

•O

bjec

t Ori

ente

d

•Pu

sh m

atri

x st

ack

–Im

plie

s de

pth-

firs

t tra

vers

al

•D

o ty

pe-s

peci

fic

tran

sfor

m

•R

ecur

seon

its

child

ren,

and

pop

s.

Page 2: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Inte

ract

ive

App

lica

tion

s

•H

ow d

o w

e ad

d in

tera

ctiv

e co

ntro

l?•

Man

y di

ffer

ent p

arad

igm

s–

Exa

min

er =

> O

bjec

t in

hand

–Fl

y-th

ru =

> I

n a

virt

ual v

ehic

le p

od–

Wal

k-th

ru =

> C

onst

rain

ed to

sta

y on

gro

und.

–M

ove-

to /

re-c

ente

r =

> P

ick

a lo

catio

n to

fly

to.

•C

ollis

ion

dete

ctio

n?–

Can

we

pass

thru

obj

ects

like

gho

sts?

Inte

ract

ive

App

lica

tion

s

•W

hat d

o w

e us

e to

con

trol

the

mot

ion?

–M

ouse

•O

ne-b

utto

n, tw

o-bu

tton,

thre

e-bu

tton

•W

hat b

utto

n do

es w

hat?

•O

nly

whe

n m

ouse

is c

licke

d do

wn,

rel

ease

d up

, or

cont

inuo

usly

as

the

mou

se m

oves

?

–K

eybo

ard

•A

rrow

key

s?

Inpu

t Dev

ices

•In

tera

ctiv

e us

er c

ontr

ol d

evic

es–

Mou

se

–3D

poi

nter

-Po

lhem

us,M

icro

scri

be, …

–Sp

aceb

all

–H

and-

held

wan

d

–D

ata

Glo

ve

–G

estu

re

–C

usto

m

Page 3: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

A V

irtu

al T

rack

ball

•A

rat

her

stan

dard

and

eas

y-to

-use

inte

rfac

e.

•E

xam

iner

type

of

inte

ract

ion.

•C

onsi

der

a he

mi-

sphe

re o

ver

the

imag

e-pl

ane.

•E

ach

poin

t in

the

imag

e is

pro

ject

edon

to th

e he

mi-

sphe

re.

A V

irtu

al T

rack

ball

•Po

ints

insi

de th

e pr

ojec

tion

of th

e he

mi-

sphe

re a

re

map

ped

up to

the

surf

ace.

–D

eter

min

e di

stan

ce f

rom

poi

nt (

mou

se p

ositi

on)

to th

e im

age-

plan

e ce

nter

.

–Sc

ale

such

that

poi

nts

on

the

silh

ouet

te o

f th

e sp

here

ha

ve u

nit l

engt

h.

–A

dd th

e z-

coor

dina

te to

norm

aliz

e th

e ve

ctor

.

A V

irtu

al T

rack

ball

•D

o th

is f

or a

ll po

ints

.

•K

eep

trac

k of

the

last

trac

kbal

l (m

ouse

) lo

catio

n an

d th

e cu

rren

t loc

atio

n.

•T

his

is th

e di

rect

ion

we

wan

t the

sce

ne to

mov

e in

.

•T

ake

the

dire

ctio

n pe

rpen

dicu

lar

to th

is a

nd u

se

it as

the

axis

of

rota

tion.

•U

se th

e di

stan

ce b

etw

een

the

two

poin

ts to

det

erm

ine

the

rota

tion

angl

e (o

r am

ount

).

A V

irtu

al T

rack

ball

•R

otat

ion

axis

:

Whe

re, v

1an

d v 2

are

the

mou

se p

oint

s m

appe

dto

the

sphe

re.

v 1

v 2

12

uv

v=

⊗�

��

Page 4: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

A V

irtu

al T

rack

ball

•U

se g

lRot

atef

( an

gle,

u x, u

y, u z

)•

Slig

ht p

robl

em: W

e w

ant t

he r

otat

ion

to b

e th

e la

st o

pera

tion

perf

orm

ed.

•E

asily

fix

ed:

–R

ead

out t

he c

urre

nt G

L_M

OD

EL

VIE

Wm

atri

x–

Loa

d th

e id

entit

y m

atri

x–

Rot

ate

–M

ultip

ly b

y th

e sa

ved

GL

_MO

DE

LV

IEW

mat

rix

Vir

tual

Rea

lity

Rog

er C

raw

fis

Vir

tual

rea

lity

tech

nolo

gy

•m

any

defi

nitio

ns o

f vi

rtua

l rea

lity

(VR

), f

or e

xam

ple:

•"t

he c

reat

ion

of th

e ef

fect

of

imm

ersi

on in

a c

ompu

ter-

gene

rate

d th

ree-

dim

ensi

onal

env

iron

men

t in

whi

ch o

bjec

ts

have

spa

tial p

rese

nce"

[B

ryso

n &

Fei

ner,

199

4]

•"t

hing

s as

opp

osed

to p

ictu

res

of th

ings

•in

tera

ctio

n, n

ot c

onte

nt

•m

any

vari

atio

ns, d

eskt

op V

R, f

ish

tank

VR

, aug

men

ted

real

ity

Rel

ated

term

inol

ogy

•vi

rtua

l env

iron

men

t

•vi

rtua

l wor

ld

•ar

tific

ial r

ealit

y

•au

gmen

ted

real

ity

•te

lepr

esen

ce

•T

eleo

pera

tion

•C

olla

bora

tive

Spac

es

Page 5: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Per

form

ance

req

uire

men

ts

•w

ide-

fiel

d st

ereo

scop

ic d

ispl

ay f

ill's

the

user

's f

ield

of

view

•he

ad-t

rack

ing

supp

orts

the

illus

ion

that

the

user

is lo

okin

g ar

ound

in a

n en

viro

nmen

t

•3D

com

pute

r gr

aphi

cs f

ills

the

envi

ronm

ent w

ith o

bjec

ts

•3D

inte

ract

ion

give

s us

ers

the

feel

ing

that

they

are

in

tera

ctin

g w

ith r

eal o

bjec

ts

•ov

eral

l fra

me

rate

mus

t be

> 1

0 fr

ames

/sec

•en

d-to

-end

del

ays

mus

t be

< 0

.1 s

ec f

or in

tera

ctiv

e co

ntro

l

The

pro

blem

with

VR

is…

•th

at it

is a

ppar

ently

sim

ple

•N

OT

the

unus

ual h

ardw

are

•m

any

com

pone

nts

mus

t wor

k to

geth

er in

re

al-t

ime

•m

any

crite

ria

mus

t be

met

•un

clea

r ho

w to

use

the

inte

rfac

e

•hu

man

fac

tors

issu

es n

ot w

ell u

nder

stoo

d

The

evo

lutio

n of

VR

•19

60 M

orto

n H

eilig

file

s pa

tent

to th

e U

S Pa

tent

Off

ice

"Ste

reos

copi

c T

V A

ppar

atus

for

Ind

ivid

ual U

se"

My

inve

ntio

n ge

nera

lly s

peak

ing

com

pris

es th

e fo

llow

ing

elem

ents

: a

hollo

w c

asin

g, a

pai

r of

opt

ical

uni

ts, a

pai

r of

tele

visi

on tu

be u

nits

, a

pair

of

earp

hone

s an

d a

pair

of

air

disc

harg

e no

zzle

s, a

ll co

actin

gto

ca

use

the

user

to c

omfo

rtab

ly s

ee th

e im

ages

, hea

r th

e so

und

effe

cts

and

to b

e se

nsiti

ve to

the

air

disc

harg

e of

the

said

noz

zles

.

•19

60-7

0 Su

ther

land

's h

ead-

mou

nted

dis

play

•19

84 N

ASA

Am

es V

IVE

D p

roje

ct•

1986

-90

NA

SA A

mes

VIE

W la

b an

d V

PI•

1990

-onw

ards

VR

com

mun

ity f

ully

for

med

and

flo

uris

hing

Deg

rees

of i

mm

ersi

on

Hig

hfo

rce

trac

king

head

cou

pled

6D tr

acki

ng +

glo

ves

wid

e fi

eld

of v

iew

6D tr

acki

ng +

but

tons

head

trac

king

6D in

put d

evic

eSt

ereo

2D M

ouse

high

res

olut

ion

low

keyb

oard

colo

ur

IMM

ER

SIO

NIN

TE

RA

CT

ION

DIS

PL

AY

Page 6: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Vir

tual

Env

iron

men

ts

•Im

mer

sive

•In

tera

ctiv

e

•U

ser

Cen

tere

d��

����

�����

���

��

����

����

����

���

���

Typ

ical

con

figu

ratio

n

trac

ker

elec

tron

ics

glov

eel

ectr

onic

sgl

ove

mai

n co

mpu

ter

-co

mpu

tatio

n

spee

ch-

synt

hesi

s-

reco

gnit

ion

grap

hics

soun

d

trac

ker

sour

ce

mic

roph

one

head

phon

es

HM

D

��������

�����

Dis

play

s

•pr

imar

y te

chno

logy

und

erly

ing

imm

ersi

on

•m

any

aspe

cts:

col

our,

res

olut

ion,

fie

ld o

f vi

ew…

•di

spla

y pa

radi

gms:

–st

ereo

via

two

disp

lays

–st

ereo

via

one

dis

play

imag

es s

ynch

roni

sed

(eye

wea

r)

–C

AV

E: i

mm

ersi

on v

ia s

urro

undi

ng la

rge

scre

ens

–he

ad tr

acki

ng (

fish

tank

VR

)

–he

ad tr

acki

ng h

ead-

mou

nted

Vir

tual

Env

iron

men

ts

•D

ispl

ay T

echn

olog

ies

–H

MD

’s -

Hea

d M

ount

ed D

ispl

ays

–L

arge

thea

ter

-Im

ax, O

mni

max

–St

ereo

dis

play

s

–H

UD

’s -

Hea

d’s

Up

Dis

play

s•

win

dshi

elds

•go

ggle

s

–C

AV

E -

Sur

roun

d vi

deo

proj

ectio

ns

Page 7: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Tra

ckin

g pa

radi

gms

•us

ually

a s

enso

r de

term

ines

pos

ition

and

or

ient

atio

n re

lativ

e to

sou

rce

(cal

ibra

tion

rend

ers

posi

tion

of s

ourc

e ir

rele

vant

)•

sens

or d

etec

ts a

sig

nal f

rom

the

sour

ce in

suc

h a

way

that

the

posi

tion

and

orie

ntat

ion

can

be

dete

rmin

ed•

eith

er th

e so

urce

or

the

sens

or c

an b

e fi

xed

•nu

mer

ous

tech

nolo

gies

: ele

ctro

mag

netic

, ul

tras

onic

, mec

hani

cal,

vide

o, in

ertia

l

Wha

t to

trac

k?

•he

ad p

ositi

on a

nd o

rien

tatio

n•

any

sign

ific

ant b

ody

part

•an

y ar

ticul

atio

ns

Oth

er t

rack

ing

tech

nolo

gies

•pa

ssiv

e st

ereo

vis

ion

syst

ems

•m

arke

r sy

stem

s (u

sed

in m

otio

n ca

ptur

e)•

stru

ctur

ed li

ght m

etho

ds (

light

str

ipe)

•in

ertia

l tra

ckin

g (u

sing

acc

eler

omet

ers)

•ey

e tr

acki

ng (

com

mon

ly o

ptic

al -

corn

eal r

efle

ctio

n)

Vir

tual

Env

iron

men

ts

•In

tera

ctiv

e us

er n

avig

atio

n de

vice

s–

Hea

d tr

acke

r

–T

read

mill

–B

icyc

le

–W

heel

chai

r

–B

oom

–V

ideo

det

ectio

n

•A

nyon

e se

en th

e ne

wga

me

at G

ameW

orks

?

Vir

tual

Env

iron

men

ts

•In

tera

ctiv

e us

er c

ontr

ol d

evic

es–

Mou

se

–3D

poi

nter

-Po

lhem

us,M

icro

scri

be, …

–Sp

aceb

all

–H

and-

held

wan

d

–D

ata

Glo

ve

–G

estu

re

–C

usto

m

Page 8: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Fak

espa

ceB

OO

M 3

CV

ideo

Out

put

Ful

l Col

or S

tere

o -

orM

onos

copi

c.

Res

olu

tio

nU

p to

128

0 x

1024

pix

els

per

eye.

Op

tics

U

ser

inte

rcan

geab

lem

odul

es o

ffer

from

40

to 1

10 d

egre

es h

oriz

onta

l FO

VT

rack

ing

Opt

o-m

echa

nica

lA

ccu

racy

0.01

5" a

t 30"

Lat

ency

20

0ns

Sam

plin

g F

req

uen

cy>

70H

zR

ang

e6'

dia

met

er h

oriz

onta

l circ

le (

cent

er 1

fo

ot u

nava

ilabl

e) 2

.5' v

ertic

al.

Hum

an fa

ctor

s of

vir

tual

rea

lity

•L

imits

on

mot

ion

freq

uenc

ies:

head

(5

Hz)

–ha

nd (

10 H

z)

–fu

ll bo

dy (

5 H

z)

–ey

e (1

00 H

z)

Hum

an fa

ctor

s of

vir

tual

rea

lity

•L

imits

on

Vis

ion

(opt

ical

res

olut

ion)

:–

angu

lar

size

of

the

smal

lest

obj

ect t

hat c

an b

e re

solv

ed:

•es

sent

ially

the

angu

lar

size

of

a co

lour

pix

el

•m

easu

re a

s a

linea

r si

ze in

min

utes

of

arc

•fu

ll m

oon

is 3

0 m

inut

es o

f ar

c ac

ross

its

diam

eter

•hu

man

vis

ual s

yste

m c

an r

esol

ve 0

.5 m

inut

es o

f ar

c in

the

cent

ral v

isua

l fie

ld

•2-

3 m

inut

es o

f ar

c in

the

peri

pher

al v

isua

l fie

ld

Page 9: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Cue

s to

sup

port

the

sens

e of

im

mer

sion

•im

mer

sion

: wan

t to

be in

an

envi

ronm

ent t

hat c

onta

ins

“thi

ngs”

and

not l

ooki

ng a

t pic

ture

s•

spat

ial p

rese

nce

of v

irtu

al o

bjec

ts d

ue to

:–

spat

ial c

onst

ancy

•10

fra

mes

/sec

min

imum

req

uire

men

t•

if y

our

head

mov

es a

nd th

e sc

ene

does

n’t i

t isn

’t V

R•

obje

ct b

ehav

iour

(e.

g. a

pplic

atio

n of

con

sist

ent p

hysi

cal l

aws)

–de

pth

perc

epti

on•

ster

eo•

head

mot

ion

para

llax

•m

any

othe

r de

pth

cues

•w

ide

fiel

d of

vie

w–

envi

ronm

ent s

eem

s to

fill

fie

ld o

f vi

ew (

60ºm

inim

um th

resh

old)

Mot

ion

para

llax

Asp

ects

of h

ead-

mot

ion

para

llax

•du

e to

cha

nge

in v

isua

l sce

ne a

s th

e he

ad m

oves

•pe

rfor

med

in a

VR

sys

tem

by

trac

king

the

user

’s

head

and

ren

deri

ng th

e vi

rtua

l sce

ne f

rom

a

mov

ing

poin

t of

view

•he

ad-m

otio

n pa

ralla

x is

a m

onoc

ular

dep

th c

ue:

–be

yond

1m

mon

ocul

ar c

ues

dom

inat

e

–w

ithin

1m

bin

ocul

ar d

ispa

rity

and

mot

ion

para

llax

is

cruc

ial

–ne

ed 1

2 fr

ames

/sec

for

mot

ion

para

llax

Ster

eops

is

•fu

sion

of

imag

es f

rom

two

eyes

•pr

ojec

ted

rays

of

sam

e po

ints

in w

orld

dif

fere

nt f

or e

ach

eye

•po

ints

in th

e w

orld

are

vis

ible

to o

ne e

ye a

nd n

ot a

noth

er

Page 10: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Asp

ects

of s

tere

opsi

s

•Pe

ople

hav

e di

ffer

ent f

usio

n ca

pabi

litie

s (i

t is

bel

ieve

d th

at a

s m

any

as 2

0% h

ave

little

ca

pabi

lity)

•E

ffec

tive

out t

o 3-

6m b

ut c

ritic

al <

1m

•Fa

r-fi

eld,

not

that

cri

tical

.

Vir

tual

Env

iron

men

ts

•D

raw

at 1

20H

z

•T

rack

use

r po

sitio

n/or

ient

atio

n at

120

Hz

•Pr

ovid

e H

aptic

fee

dbac

k at

> 2

00H

z

•U

ser

trac

king

> 1

0Hz

Aug

men

ted

Rea

lity

•M

erge

d re

al im

ager

y an

d co

mpu

ter

gene

rate

d im

ager

y.–

Vid

eo c

aptu

re in

to v

isua

lizat

ion

syst

em

–Se

e-th

ru g

lass

es

�������������������������

�����������

Aug

men

ted

Rea

lity

������������������������������������

Page 11: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Aug

men

ted

Rea

lity

������������������������������������

Aug

men

ted

Rea

lity

•A

lso

usef

ul f

or n

on-m

edic

al–

Mec

hani

cs d

raw

ing

supe

r-im

pose

d ov

er th

e ac

tual

mac

hine

ry.

–G

uide

d to

urs.

Aug

men

ted

Rea

lity

•C

ompl

ex I

nstr

uctio

nal M

anua

ls

Hap

tics

•Fo

rce

feed

back

is n

eede

d at

ver

y fa

st r

ates

.

•G

love

s–

forc

e re

sist

ant

–ne

rve

stim

ulat

ed

Page 12: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Rap

id P

roto

typi

ng

•B

uild

rea

l mod

els

of th

e vi

sual

izat

ions

•St

ereo

Lith

ogra

phy

–L

aser

etc

hing

•L

amin

ated

Obj

ect M

anuf

actu

ring

–L

amin

ated

pap

er la

yer,

then

cut

with

lase

r

Lam

inat

ed O

bjec

t Man

ufac

turi

ng

Lam

inat

ed O

bjec

t Man

ufac

turi

ng

•M

olec

ular

Doc

king

NA

SA’s

Vir

tual

Win

d T

unne

l

Page 13: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

The

CA

VE

Arc

hite

ctur

e

•Fo

ur p

roje

ctio

n sc

reen

s

•Fo

ur g

raph

ics

rend

erin

g en

gine

s

•St

ereo

gla

sses

•H

ead-

trac

king

of

one

user

•H

and

held

wan

d fo

r in

put

The

CA

VE

Arc

hite

ctur

e

���

�������

����

The

CA

VE

The

CA

VE

Page 14: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

The

CA

VE

The

CA

VE

Arc

hite

ctur

e

•Se

vera

l peo

ple

can

view

at o

nce

•T

he p

roje

ctio

ns a

re o

nly

corr

ect f

or o

ne

pers

on.

•L

aser

’s s

ynch

the

ster

eo d

ispl

ays

with

L

iqui

d C

ryst

al s

hutte

r gl

asse

s on

eac

h vi

ewer

.

The

CA

VE

Arc

hite

ctur

e

•B

enef

its–

Eye

mov

emen

t pro

blem

s ar

e av

oide

d!!!

–U

ser’

s or

ient

atio

n do

es n

ot m

atte

r.

–C

an s

ee a

nd e

xam

ine

real

peo

ple

and

obje

cts

with

in th

e ro

om

The

CA

VE

Arc

hite

ctur

e

•Pr

oble

ms

–T

he li

ght i

nten

sity

on

each

pro

ject

or v

arie

s

–Pr

ecis

e al

ignm

ent o

f th

e pr

ojec

tors

is n

eces

sary

fo

r a

smoo

th s

eam

.

–V

iew

ing

does

not

cha

nge

for

the

othe

r vi

ewer

s.

–E

xpen

sive

.

Page 15: Relevant OpenGL Routines Hierarchy methodsweb.cse.ohio-state.edu/~crawfis.3/cis781/Slides/VirtualReality.pdfVirtual Environments • Interactive user navigation devices –Head tracker

Sing

le P

roje

ctor

Sys

tem

s

•Im

mer

saD

esk

•R

espo

nsiv

eW

orkb

ench

Res

pons

ive

Wor

kben

ch

Mak

ing

VR

Wor

k

•T

o en

sure

late

ncy,

man

y of

the

visu

aliz

atio

n te

chni

ques

nee

d to

be

stre

amlin

ed o

r pr

e-co

mpu

ted.

•E

xam

ples

, pre

-com

pute

d is

o-co

ntou

rs,

prec

ompu

ted

stre

am li

nes

and

part

icle

tr

aces

.


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