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Mission Impossible Extended Room Chi Format
Transcript of Mission Impossible Extended Room Chi Format
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Mission Impossible Extended Room
Abstract
Our goal was to recreate the Kremlin hallway scene
from the movie Mission Impossible: Ghost Protocol. To
accomplish this we used the big screen in our lab as a
window to look into a 3D virtual extension of the lab.
We created a 3D virtual space that mirrored the real lab
as well as including a natural extension of the lab. The
goal here is to use the big screen as a window into the
virtual space to delude a user to think the lab isextended past the screen when they look at it. To
accomplish this we would create a window into this
virtual reality for the user to peer into on the x,y plane
that would represent the big screen in our 3D virtual
space. We can then map the users position in the
virtual lab using a Kinect and using an avatar
representation of the users position in the real lab.
The image on screen is dynamically updated by drawing
a line from the avatars head through the big screen to
determine the camera position. This line goes through
the screen towards the middle of the back wall of the
extended lab to determine the camera rotation.
Keywords
Blended Reality, Avatar, Mission Impossible Ghost
Protocol, Skeleton Tracking, Big screen, Microsoft
Kinect
ACM Classification Keywords
H.5.2 [Information interfaces and presentation]: User
Interfaces.
Copyright is held by the author/owner(s).
CISC425, March 25, 2013, Kingston, Ontario, Canada.
Jordan van der Kroon
05914732
Khurrum Abdul Mujeeb
05801597
Damilare Awosanya
10073810
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Introduction
In the movie, the representation of the hallwayprojected on the big screen was accurate enough to
fool the security guard at the opposite end of the
hallway into thinking he was looking down the length of
the hallway normally. In the movie the screen uses
eye tracking and a projector mounted on a moveable
robotic arm to accomplish this. Once a second security
guard enters in front of the screen it fails to lock onto a
single user and the image projected on screen appears
to be bouncing back and forth between the two
perspectives.
Our goal for this project was to show a naturalextension of the lab on screen that dynamically
updated the perspective based on a single user s
position in front of the screen. The image shown on
screen would accurately match what a user would see if
they were in the virtual 3D space we had created.
Therefore we were required to build a 3D virtual space
that would accurately represent the real lab and a
users position inside it. The next step was to add an
extension to this space where the big screen is
normally. This extension is what would be shown on
screen so as to delude the user that what they are
looking at is a lab that is twice as big as it really is.
Related Works
Blended Reality
To make the user feel like they are looking through the
screen into the natural extension of the lab we wanted
to use the experience of Blended Reality (BR). The
idea of the big screen being a window of perspective
into the virtual room is based on the research done by
Huynh[6]. In their work of blended Reality they
wanted to eliminate the mapping of physical input on a
user interface to interactions in the virtual world. Toaccomplish this they use the screen as a window into
their virtual world where the user can interact with the
virtual objects without the use of a representation of
the user or an avatar to do so. They accomplish this in
their 3D model of theApple Yardby having apples fly
out of the virtual world through the window that is their
screen and have users hit them using a hand held
wand.
Our implementation is similar to this except for the fact
that we have a representation of the real world in our
virtual world. This representation is not in view to theuser because our window into the virtual lab sits on the
xy plane where the representation of the real lab ends
and our extended virtual lab begins. Our avatar that
represents the user and their position in the lab is
behind this window which is the only perspective the
user has into the virtual world. The window through
which the user can see into the virtual extended lab is
updated based on the users position in front of the
screen. The avatar mirrors the players movement and
position around the real lab and the perspective shown
on screen is dynamically updated to represent the
users new position.
Implementation
3D Model
We had access to the 3D model that was used as a blue
print when building the lab. The model we received had
no textures or lighting which caused everything in the
model appeared black. This made it very difficult to
identify key parts of the lab. A light source and white
textures were added to most of the components that
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made up the lab to be able to correctly identify them.
We were only concerned with a single room of the lab.We removed everything that was not incorporated in
this room.
Figure 1. Unmodified Model with white textures added
Figure 2. Trimmed down model with textures added from
High-Res photos taken from inside the HML. Big screen can be
seen here in black.
Our goal here was to create an extended version of our
lab with the big screen to be the point where the real
lab ends and the extended lab can be seen. To track
the position of the user in the real lab we would have
an avatar representation of the user to actually move
around the real lab side of the 3D virtual world. With
the position of this avatar in the real side of the virtual
lab we would be able to show the perspective of the
avatar looking at through the big screen.
To create a natural extension of the lab we wanted to
incorporate similar elements in the extension that were
inside the real lab. To accomplish the natural feel we
didnt want to simply show a mirror image of the lab on
the other side of the screen. We did want to maintain
the design by keeping a row of pods on the right sideand a large sprawling desk on the left. The 3D virtual
lab we created is asymmetrical. The concept behind
that came from the design on the windows. The
window behind the big screen in the real world is
actually a perfect cross while all the windows to the left
(when looking outside of the lab) of it start skewing the
cross to the left. The symmetrical point of the
extended lab is the perfect cross behind the big screen.
All of the windows to the right are skewing to the right
in the same style as the real lab.
Figure 3. Asymmetrical extended lab windows
Figure 4. Birds eye view of asymmetrical extended lab(left)
next to the real lab(right)
Kinect Implementation
In order to extrapolate real-world data to use as an
input device to move around the extended Lab, the use
of a single Kinect and the Kinect SDK 1.6 was
implemented. Since we are using unity to render the
extended lab model, the Kinect SDK alone did not
suffice. In order to map data from the Kinect onto
unity, we required a Kinect to unity wrapper, which was
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available in the form of Zifgu an open source Kinect-
unity wrapper.
Along with the ability to map data from the Kinect to
unity, Zigfu provides useful sample scripts. The
Blockman3rdPersonsample script was used as the
bases for our project. The blockman container in the
script simulates a user skeleton and by placing the
blockman container onto the extended lab model we
were able to simulate the location of the person inside
the real lab. Once the blockman container was placed
onto the extended lab with our specifications,
transparency was applied to the container to provide a
first-person view of the lab.
Adjustments to the camera were made to ensure real-
life movement was replicated onto the extended lab,
the camera was moved from behind the head of the
blockman container to in front of it as seen in Figure 6.
Here the camera has a rooted z coordinate. Which
means it is only free to move in the xy plane that
represents where the big screen exists in the lab shown
by the black line in figure 5-8. The camera is then
targeted to always be facing the far back wall of the
extended lab. A line is drawn from blockmans head
through the xy plane that is the big screen all the way
to the back wall of the extended lab. Camera position
is determined by where that line that intersects the xy
plane which is shown by the yellow ring in Figure 5 and
Figure 7. Camera rotation is determined by following
the line to the center of the back wall where the
camera is always updated to point at.
Figure 5. The yellow circle is where the camera is situated on
the xy plane. The red line then follows the camera direction
into the back wall.
Figure 6. View of the camera positioned where the yellow
circle was in figure 5 pointed at the back wall.
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Figure 7. Camera position indicated by yellow circle has
changed due to blockmans orientation inside the real lab
Figure 8. View of camera positioned on the yellow circle from
figure 7.
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