Professional Documents
Culture Documents
Mar 5, 2015
www.fakengineer.com
CONTENTS
Mar 5, 2015
GENESIS OF VIRTUAL
REALITY
The term Virtual reality (VR)
was initially coined by Jaron
Lanier, founder of VPL Research
(1989). At that time it was
basically used in flight simulation
to train pilots.
Mar 5, 2015
www.fakengineer.com
www.fakengineer.com
ADVENTURE GAMES
Textually described virtual
world where the user
perceives the virtual
environment through mental
images based on the words
read(like reading a novel)
Mar 5, 2015
www.fakengineer.com
WINDOW ON WORLD
3d virtual environment
graphically displayed on a
desktop computer monitor,
known as desktop VR or
Window on World (WoW)
Mar 5, 2015
www.fakengineer.com
PROJECTED
3d environment projected onto a
screen enables a single user to
demonstrate concepts to a group
of people.
A CAVE, where several screen
are used to surround the user
with images, is the most
advanced form of projected VR
in use today.
www.fakengineer.com
Mar 5, 2015
SEMI-IMMERSIVE
Advanced flight,ship,and vehicle
simulators are semi-immersive.
The cockpit,bridge or driving
seat is a physical model, where
as the view of the world
outside is computer-generated
(typically projected).
Mar 5, 2015
www.fakengineer.com
IMMERSIVE
Environment seen through a
head-mounted display(HMD). In
a completely immersive system
the user feels part of the
environment (experiences a
feeling of presence). The user
has no visual contact with the
physical world.
Mar 5, 2015
www.fakengineer.com
DEVICES USED IN VR
TECHNOLOGY
Mar 5, 2015
Mar 5, 2015
www.fakengineer.com
HEAD MOUNTED
DISPLAY
HMD is a helmet or a face mark that
www.fakengineer.com
CAV
E
Mar 5, 2015
www.fakengineer.com
WHAT IS A CAVE ?
Cave Automatic Virtual Environment
Cave involves the concept of a room with
graphics projected from behind the walls.
The images on the walls are usually in
stereo to give a depth cue.
It is easy for several people to be in the
room simultaneously and therefore see
images together and it is easy to mix real
and virtual objects in the same
environment.
Mar 5, 2015
www.fakengineer.com
PINCH GLOVE
Mar 5, 2015
www.fakengineer.com
PINCH GLOVE
Pinch glove enables natural
interaction with objects. It
uses hand-signs to execute
actions. It continuously tracks
the motion of the users hand
& limb and accordingly gives
signal to the transmitter.
Mar 5, 2015
www.fakengineer.com
3D MOUSE
Mar 5, 2015
www.fakengineer.com
3D MOUSE
A 3D mouse has two parts as
vertical & horizontal part. Each
part has some buttons. With
different combinations of these
buttons the user can produce
different positions in the 3D
environment.
Mar 5, 2015
www.fakengineer.com
SPACE BALL
Mar 5, 2015
www.fakengineer.com
TECHNICAL ASPECTS OF VR
Input Process
Simulation Process
Rendering Process
Mar 5, 2015
www.fakengineer.com
INPUT PROCESS
It controls the input devices used
such as keyboard, joystick, 3D
position trackers (glove, wand, body
suit), voice recognition system, etc.
Some glove systems can also add
gesture recognition.
The object is to get the coordinated
data from the input devices to the
rest of the system.
Mar 5, 2015
www.fakengineer.com
SIMULATION PROCESS
This is the core of a Virtual Reality
program. It handles the interactions,
simulation of physical laws &
determines the world status.
It is a discrete process which is
iterated once for each time step or
frame. This process finally decides
the actions to be taken place in the
virtual world.
Mar 5, 2015
www.fakengineer.com
RENDERING PROCESS
It creates sensations which are
output data to the user or other
network processes. There are
separate rendering processes for
the following Visual Rendering
Auditory Rendering
Haptic
Rendering
www.fakengineer.com
Mar 5, 2015
VISUAL RENDERING
It is related to the computer graphics &
animation. This process is referred to as
a rendering pipeline. This refers to a
series of sub-processes that are invoked
to create each frame. It starts with a
description of the world, the objects,
lighting & camera (eye) location in the
world space. The objects have their
geometries transformed into the eye
coordinate system. Then the algorithms
& actual pixel
rendering is done.
www.fakengineer.com
Mar 5, 2015
AUDITORY RENDERING
It produces mono, stereo or 3D
audio. There are many aspects of our
head & ear shape that effect the
recognition of 3D sound. Hence the
HRTF is applied to the sound.
Mar 5, 2015
www.fakengineer.com
HAPTIC RENDERING
This area is a very new science &
there is much to be learned. Haptics
is the generation of touch & force
feedback information. Almost all
systems to date have focused on
force feedback.
Mar 5, 2015
www.fakengineer.com
SOFTWARE USED TO
SUPPORT VR
Software handles real time input or
output processing, rendering, simulation
and access to the world database in
which the environment is defined. Some
softwares are listed below
Photoshop
EON
3D Max
VRM
PRANA www.fakengineer.com
Mar 5, 2015
APPLICATIONS :
Science, Technology & Visualization
Flight Simulation
View Complex 3D Molecular Structure
Medical
Surgery
Rehabilitation
Entertainment
www.fakengineer.com
3D MOLECULAR STRUCTURE
Mar 5, 2015
www.fakengineer.com
www.fakengineer.com
FUTURE ASPECTS
Hearing Impairment
Distributed virtual Environment
User interface design
Tele Immersion
Virtual Reality Modeling
Language (VRLM)
Mar 5, 2015
www.fakengineer.com
CONCLUSION
VR & Telecommunication are set to
evolve hand in hand in this century
VR for people with special needs placed
high on the research agendas of key
industry players, and of academic
research bodies;
VR enables the user to interact directly
with information;
VR can enable the user to
see/experience things in new ways;
Criticized for generating much attention
www.fakengineer.com
without having
genuine application
Mar 5, 2015
Mar 5, 2015
www.fakengineer.com