1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun [email protected].

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1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun [email protected]

Transcript of 1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun [email protected].

Page 1: 1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun A.J.Jessurun@tue.nl.

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7M836 Animation & Rendering

Examples / Virtual Reality

Joran Jessurun

[email protected]

Page 2: 1 7M836 Animation & Rendering Examples / Virtual Reality Joran Jessurun A.J.Jessurun@tue.nl.

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Virtual Reality - History

• 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

• 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

• Normaal fouten

• Texturing fouten

• Specular fout

• Billboard bomen

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Mipmapping

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Zwarte Doos

• 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

• 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)

• 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 demoimport 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

• 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

• Movaris model with interactive doors

• Uses Vizard

• Level of detail

• Photo’s for textures

• Demo in Desk-Cave

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Demo SmartHome

• Interactive demo using touchscreen

• Vertex Shaders

• Particle System

• Baked Textures

• Change Lighting

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Oculus Rift

• 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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