WFSound Scene Creation and Manipulation using Wave Field Synthesis Overview
On Effective Object Manipulation in Virtual Environments making scene design easier.
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Transcript of On Effective Object Manipulation in Virtual Environments making scene design easier.
On EffectiveObject Manipulationin Virtual Environments
making scene design easier
Introduction Problems we are facing Simplification methods currently in use Methods of semantic snapping
and automated scene generation
In the beginning…
However, people always want more.
Problems we are facing
Simple scenes are unrealistic To achieve realism, we need to design
scenes that are much more complex Computing power grows rapidly Designer power stays limited
Evolution of design in video games
Problems we are facing
Scenes that took 2 man-days to lay out fifteen years ago may now require one man-month or more to satisfy the viewers
Simplification methods are a must – we need to introduce methods for effective object manipulation
Freedom of motion
When moving an object around in 3D space, we have 6 degrees of freedom:
Restricting the movement
Having all six degrees of freedom complicates precise manipulation
We need to use some constraints to restrict the object movement
One of the few options of restricting object movement in today’s editors is snapping
Basic snapping
Ordinary snap tools utilize a grid of regularly-placed points to snap to
Basic snapping makes design more precise…
…but not faster… …because all parts of the scene are
equivalent in terms of snapping
Advanced snapping
Advanced techniques attach objects to other scene objects instead of pre-defined set of points
Given no semantic information, the system still cannot determine the most appropriate object placement
This can lead to some unpredicted and undesired consequences
Adding semantics
We will provide the system with information on where each object belongs
e. g. “desks usually stand on the floor”, “a chair goes in front of a desk”
With a capable solver, the problem of placing an object into an appropriate position is thus reduced to moving it only roughly into the desired place
Adding semantics
The constraints may be represented using two sets of polygons for each object
Offer areas Binding areas The job of the solver is to take the object
being moved and align its binding areas with nearby offer areas
Adding semantics
Once two objects are properly aligned, they enter a parent-child relationship
When the connected objects are “torn” apart, this relationship is cancelled
This allows for dynamic forming of groups without the user even noticing
By moving the parent of a group, the user can move the whole group
Advantages of semantic snapping
We can specify which areas may or may not be connected by creating a semantic hierarchy
By carefully choosing binding and offer areas, we may prevent some object interpenetrations even without full-scale collision detection
We may even have the solver lay out the scene automatically
Thank you for your attention