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CS 791 Special Topics: Scientific Virtual Reality

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Presentation on theme: "CS 791 Special Topics: Scientific Virtual Reality"— Presentation transcript:

1 CS 791 Special Topics: Scientific Virtual Reality

2 Instructor Dr. Frederick C Harris, Jr. Office: SEM 240A
Office Hours: TR 10:30-11:30am (other times by appointment)

3 Laboratory Hardware

4 Introduction

5 What is Virtual Reality?

6 Let’s start with Virtual
Today we have Virtual Universities, Virtual Offices, Virtual Pets, Virtual Actors, Virtual Museums, Virtual Doctors, Virtual Communities, Virtual Conversations, So, What is Virtual?

7 From the American Heritage Dictionary
vir·tu·al    (vûrch-l)   ADJECTIVE: Existing or resulting in essence or effect though not in actual fact, form, or name: the virtual extinction of the buffalo. Existing in the mind, especially as a product of the imagination. Used in literary criticism of a text. Computer Science Created, simulated, or carried on by means of a computer or computer network: virtual conversations in a chatroom.

8 Now let’s go to Reality re·al·i·ty    (r-l-t)  NOUN: pl. re·al·i·tiesThe quality or state of being actual or true. One, such as a person, an entity, or an event, that is actual: "the weight of history and political realities" (Benno C. Schmidt, Jr.). The totality of all things possessing actuality, existence, or essence. That which exists objectively and in fact: Your observations do not seem to be about reality.

9 So, put them together virtual reality    n.   Abbr. VR A computer simulation of a real or imaginary system that enables a user to perform operations on the simulated system and shows the effects in real time.

10 What is Virtual Reality?
Burdea and Coiffet in their book say that VR is “A high-end user-computer interface that involves real-time simulation and interaction through multiple sensorial channels.” (vision, sound, touch, smell, taste)”

11 What is Virtual Reality?
Sherman and Craig in their book say there are 4 key elements to a virtual reality experience: 1: A Virtual World 2: Immersion: A sense of being in an environment 3: Sensory Feedback 4: Interactivity The whole goal is a sense of presence

12 What is Virtual Reality?
S&C then define VR virtual reality: a medium composed of interactive computer simulations that sense the participant’s position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in a simulation (or virtual world)

13 When did it all begin? 1960 Morton Helig He was ahead of his time
A Cinematographer He was ahead of his time October 4, 1960, US Patent 2,955, 156

14 When did it all begin? 1962 (also Helig) Sensorama Simulator,
US Patent #3,050,870, 3D stereo (obtained with side by side 35 mm cameras) Stereo sound Aromas Wind A Seat that vibrated

15 When did it all begin? 1962: Simulated a motorcycle ride through New York City. The rider could even smell the food when passing a store They even felt the potholes

16 When did it all begin? 1963+ Ivan Sutherland's doctoral theses: SKETCHPAD: 1966 Ivan Sutherland stereo HMD, position tracking, and a graphics engine. Predicted Haptics

17 When did it all begin? 1971 Fred Brooks, UNC developed force feedback
GROPE system; Simulated docking forces

18 Where did it all begin? 1972 Atari develops Pong

19 When did it all begin? Flight Simulators
Companies such as Evans and Sutherland, Singer Link, and Lockeed A lot of development, but since it was military it was classified.

20 Where did it all begin? 1974 Jim Clark PhD student of Sutherland
Submits his Dissertation on head-mounted display research He then becomes a Professor at Stanford In 1981 he starts SGI with 6 of his graduate students.

21 When did it all begin? 1981 NASA Project VIVED LCD based HMD
DEC PDP-11-40 Polhemus non-contact tracker

22 When did it all begin? 1985 1988 1992 Glove was added
Up to 4 3D sound sources 1992 Feedback added

23 Where did it all begin? 1992 First conference: Interfaces for Real and Virtual Worlds Montpellier, France Hundreds of papers and many vendors Second conference: Medicine Meets Virtual Reality San Diego 180 medical practitioners 60 scientists/engineers 1993 First IEEE VR

24 Where did it all begin? SIGGRAPH ‘92
The CAVE demo's for the first time This is Carolina Cruz’s dissertation topic. At SIGGRAPH ‘94 (Orlando) they demo many apps in the CAVE

25 Commercial Technology:
Data Glove (1987) VPL, Inc. Folded in 1992 Plus Represented a quantum improvement in interaction Minus Cost: Thousands Lack of Tactile Feedback Difficulty accommodating hands of different sizes

26 Commercial Technology
PowerGlove (1989) Nintendo Ultrasonic sensors to measure wrist position relative to screen. Flex Sensors measured bending 1,000,000 sold in 1989 Production stopped in 1993 – lack of games

27 Commercial Technology
Eye Phones (late 80’s) Also sold by VPL 360x240 pixels $11,000 each Large weight 2.4kg

28 Commercial Technology
Vision Station (1991) Division, Ltd United Kingdom company The first integrated commercial VR workstation $70,000 35,000 polygons per second.

29 Commercial Technology
Vision Station (1991) Division, Ltd United Kingdom company The first integrated commercial VR workstation $70,000 35,000 polygons per second.

30 Software Technology Software Sense8 has been bought out and folded.
WorldToolKit (1992) Sense8 Inc. A library of C functions Scene Graphs, Was a major player in VR Rapid Prototypes. Sense8 has been bought out and folded.

31 Software Technology Software VRT3 (1993) Superscape (United Kingdom)
Virtual Reality Toolkit Used graphical programming through the use of Icons. Made programming easier, but less rich

32 Software Technology Emergence of the first non-commercial toolkits (1990’s) Rend 386 VRML Java 3D Rend 386 (upper right) became Avril (lower right) Univ of Waterloo

33 Radical Changes Funding Dried up in the early 90’s Companies folded:
VPL, Division, Superscape,.. Graphics resolution increased and weight of HMD’s decreased And Graphics Hardware increased in performance

34 Graphics Performance xBox 360 500 Million poly/sec 2005

35 The Key Elements of a VR System

36


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