Department of Computer Science VR PROGRAMMING VR Toolkits System architecture VR Programming Toolkits Are extensible libraries of object-oriented functions designed to help the VR developer; Support various common i/o devices used in VR (so drivers need not be written by the developer); Allow import of CAD models (saves time), editing of shapes, specifying object hierarchies, collision detection and multi-level of detail, shading and texturing, run-time management; Have built-in networking functions for multi-user interactions, etc. VR Toolkits can be classified by: Whether text-based or graphical-programming; The type of language used and the library size; The type of i/o devices supported; The type of rendering supported; Whether general-purpose or application specific; Whether proprietary (more functionality, better documented) or public domain (free, but less documentation and functionality) VR Toolkits in Early ‘90s RenderWare (Cannon), VRT3/Superscape (Dimension Ltd.), Cyberspace Developer Kit (Autodesk), Cosmo Authoring Tool (SGI/Platinum/CA), Rend386 and others; They allowed either text-based programming (RenderWare, CDK and Rend386), or graphical programming (Superscape and Cosmo); They were platform-independent and generally did not require graphics acceleration hardware; As a result they tended to use “low-end” i/o devices (mouse) and to support flat shading to maintain fast rendering. Rend386 scene VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python The scene graph: Is a hierarchical organization of objects (visible or not) in the virtual world (or “universe”) together with the view to that world; Scene graphs are represented by a tree structure, with nodes connected by branches. Visible objects are represented by external nodes, which are called leafs (they have no children). Example nodes F, G, H, I Internal nodes represent transformations (which apply to all their children) Root node A B Internal node C D E J F G H External node I Scene graphs are not static Scene palm Ball Scene graph shows that the ball is a child of “scene” Scene palm Ball Scene graph has been modified, such that the ball is now a child of the palm VC 6.1 on book CD Scene palm Button Panel Pinkie Knob 1 Knob 2 Ring Thumb Middle Index Knob 3 Knob 4 Scene palm Button Panel Pinkie Knob 2 Ring Thumb Middle Index Knob 1 Knob 3 Knob 4 Model Geometry Define scene graph Authoring (Modeling) Stages Define and link sensors Define action functions Define networking Start Simulation Run-time loop Update Objects (from sensors and intelligent actions Render scene (graphics, audio, haptics) Exit Simulation Repeats every frame Read Sensor Data VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python Java and Java 3D Java object oriented programming language developed for network applications platform independent slower than C/C++ Java 3D Java hierarchy of classes that serves as an interface to 3D graphics rendering and sound rendering systems Perfectly integrated with Java Strong object oriented architecture Powerful 3D graphics API Model Geometry Define scene graph Java 3D Initiation Setup sensors Define behaviors Networking Model Geometry Define scene graph Java 3D Initiation Setup sensors Define behaviors Networking Java 3D geometry: Geometry can be imported from various file formats (e.g. 3DS, DXF, LWS, NFF, OBJ, VRT, VTK, WRL) Can be created as a primitive geometry (e.g. sphere, cone, cylinder, …) Custom geometry created by specifying the vertices, edges, normals, texture coordinates using specially defined classes Imported geometry loader.load(“Hand.wrl") Geometry primitive: new Sphere(radius) Custom geometry: new GeometryArray(…) new LineArray(…) new QuadArray(…) new TriangleArray(…) Java 3D object appearance: The appearance of a geometry is specified using an appearance object An appearance-class object stores information about the material (diffuse, specular, shininess, opacity, …) and texture Mat = new Material(); Mat.setDiffuseColor(r, g, b); Mat.setAmbientColor(r, g, b); Mat.setSpecularColor(r, g, b); TexLd = new TextureLoader(“checkered.jpg”, ...); Tex = TexLd.getTexture(); Appr = new Appearance(); Appr.setMaterial(Mat); Appr.setTexture(Text); Geom.setAppearance(Appr) Model Geometry Define scene graph Java 3D Initiation Setup sensors Define behaviors Networking Java3D node types: BranchGroup Group TransformGroup Switch Node Compilable sub-graph Select which of the children are visible (useful for LOD) Background Behavior Fog Transform + child nodes Universe background. Can be a color or an image Actions to be performed by the simulation Fog node Leaf Light Light node. Special derived classes: AmbientLight, PointLight, DirectionalLight Shape3D Geometry + Appearance + BoundingBox Java3D scene graph Node Loading objects from files Java3D offers by default support for Lightwave and Wavefront model files Loaders for other file formats can be downloaded for free from the web http://www.j3d.org/utilities/loaders.html Loaders add the content of the read file to the scene graph as a single object. However, they provide functions to access the subparts individually Universe Root Cube Sphere Thumb Hand Index Middle Ring Small Java3D model loading Adding the model to the scene graph Scene Sc = loader.load(“Hand.wrl”); BranchGroup Bg = Sc.getSceneGroup(); RootNode.addChild(Bg); Accessing subparts of the loaded model Scene Sc = loader.load(“Hand.wrl”); BranchGroup Bg = Sc.getSceneGroup(); Thumb = Bg.getChild(0); Index = Bg.getChild(1); Middle = Bg.getChild(2); Ring = Bg.getChild(3); Small = Bg.getChild(4); Java3D virtual hand loading: Palm = loader.load("Palm.wrl").getSceneGroup(); ThumbProximal = loader.load("ThumbProximal.wrl").getSceneGroup(); ThumbDistal = loader.load("ThumbDistal.wrl").getSceneGroup(); IndexProximal = loader.load("IndexProximal.wrl").getSceneGroup(); IndexMiddle = loader.load("IndexMiddle.wrl").getSceneGroup(); IndexDistal = loader.load("IndexDistal.wrl").getSceneGroup(); MiddleProximal = loader.load("MiddleProximal.wrl").getSceneGroup(); MiddleMiddle = loader.load("MiddleMiddle.wrl").getSceneGroup(); MiddleDistal = loader.load("MiddleDistal.wrl").getSceneGroup(); RingProximal = loader.load("RingProximal.wrl").getSceneGroup(); RingMiddle = loader.load("RingMiddle.wrl").getSceneGroup(); RingDistal = loader.load("RingDistal.wrl").getSceneGroup(); SmallProximal = loader.load("SmallProximal.wrl").getSceneGroup(); SmallMiddle = loader.load("SmallMiddle.wrl").getSceneGroup(); SmallDistal = loader.load("SmallDistal.wrl").getSceneGroup(); Java3D virtual hand hierarchy: Palm.addchild(ThumbProximal ); ThumbProximal .addchild(ThumbDistal ); Palm.addchild(IndexProximal ); IndexProximal .addchild(IndexMiddle ); IndexMiddle .addchild(IndexDistal ); Palm.addchild(MiddleProximal ); MiddleProximal .addchild(MiddleMiddle ); MiddleMiddle .addchild(MiddleDistal ); Palm.addchild(RingProximal ); RingProximal .addchild(RingMiddle ); RingMiddle .addchild(RingDistal ); Palm.addchild(SmallProximal ); SmallProximal .addchild(SmallMiddle ); SmallMiddle .addchild(SmallDistal ); Model Geometry Java3D Initiation Define scene graph Setup sensors Define behaviors Networking Input devices in Java3D The only input devices supported by Java3D are the mouse and the keyboard The integration of the input devices currently used in VR applications (position sensors, track balls, joysticks, sensing gloves…) relies entirely on the developer Usually the drivers are written in C/C++. One needs either to rewrite the driver using Java or use JNI (Java Native Interface) to call the C/C++ version of the driver. The latter solution is more desirable. Java3D provides a nice general purpose input device interface that can be used to integrate sensors. However, many times developers prefer custom made approaches Java3D General purpose sensor interface class PhysicalEnvironment - stores information about all the input devices and sensors involved in the simulation class InputDevice - interface for an input device driver class Sensor - class for objects that provide real time data One input device can provide one or more sensors A sensors object needs not be in relation with an input device (VRML style sensors) PhysicalEnvironment InputDevices Sensors Model Geometry Java3D Initiation Define scene graph Setup sensors Animating the scene Networking Java3D - Animating the simulation Java3D offers Behavior objects for controlling the simulation A Behavior object contains a set of actions performed when the object receives a stimulus A stimulus is sent by a WakeupCondition object Some wakeup classes: WakeupOnCollisionEntry WakeupOnCollisionExit WakeupOnCollisionMovement WakeupOnElapsedFrames WakeupOnElapsedTime WakeupOnSensorEntry WakeupOnSensorExit WakeupOnViewPlatformEntry WakeupOnViewPlatformExit Java3D - Behavior usage Universe Root • We define a behavior Bhv that rotates the sphere by 1 degree • We want this behavior to be called each frame so that the sphere will be spinning WakeupOnElapsedFrames Wup = new WakeupOnElapsedFrames(0); Bhv.wakeupOn(Wup); VC 6.3 on book CD VC 6.4 on book CD The Java 3D View object describes the graphics display used in the simulation, as well as the user’s position versus that display (given by the tracker); The View model provides a separation between the virtual world provided by the ViewPlatform node and the real I/O devices used in the interaction; This separation helps portability. Several users that are tracked can be mapped to the same location in the virtual world. This corresponds to several Views and a single ViewPlatform; Conversely, a single user can control several ViewPlatforms; This corresponds to several Views since each ViewPlatform has its own View; Thus a single user can have several Views to a virtual world, and can “teleport” between them. Thus a single user can have several Views to a virtual world, and can “teleport” between them. View platform 1 View platform 2 Model Geometry Java3D Initiation Define scene graph Setup sensors Define behaviors Networking Java3D - Networking Java3D does not provide a built-in solution for networked virtual environments However, it’s perfect integration in the Java language allows the developer to use the powerful network features offered by Java Java3D applications can run as stand alone applications or as applets in a web browser Server Java3D simulation Java3D simulation Java3D simulation Java Applet Java Application Java Applet Java3D simulation Java Application Java3D and VRML VRML provides possibilities for defining the objects and animating the objects in a virtual world Graphics APIs such as Java3D load from a VRML file only the static information, ignoring the sensors, routes, scripts, etc. Java3D structure is general enough to make the import of sensors and routes possible but currently we are not aware of any loader that does it One of the most popular library of Java3D loaders is the NCSA Portfolio (http://cs.gmu.edu/~eclab/projects/mason/ncsaportfolio/) NCSA Portfolio Offers loaders for several model files 3D Studio (3DS) TrueSpace COB loader (COB) Java 3D Digital Elevation Map (DEM) AutoCAD (DXF ) Imagine (IOB) Lightwave (LWS) Wavefront (OBJ) Protein Data Bank (PDB) Visualization Toolkit (VTK) VRML97 Loades the following parts of VRML97 files Appearance Box Coordinate Collision (for grouping only) Group IndexedFaceSet IndexedLineSet Material Normal Shape Sphere Transform Java3D on-line resources http://java.sun.com/products/java-media/3D/index.html http://www.j3d.org http://cs.gmu.edu/~eclab/projects/mason/ncsaportfolio/ Comparison between Java3D and WTK A comparative study was done at Rutgers between Java3d (Version 1.3beta 1) and WTK (Release 9); The simulation ran on a dual Pentium III 933 MHz PC (Dell) with 512 Mbytes RAM, with an Wildcat 4110 graphics accelerator which had 64 Mbytes RAM; The I/o interfaces were a Polhemus Insidetrack or the Rutgers Master II force feedback glove; The scene consisted of several 420-polygon spheres and a virtual hand with 2,270 polygons; The spheres rotated constantly around an arbitrary axis, while the hand was either rotating, or driven by the user. Java3D –WTK Comparison Graphics scene used in experiments Comparison between Java3D and WTK The simulation variables used to judged performance were: graphic mode (monoscopic, stereoscopic), rendering mode (wireframe, Gouraud, textured); scene complexity (number of polygons 5,000 – 50,000); lighting (number of light sources 1, 5, 10); interactivity (no interaction, hand input, force feedback) Java3D –WTK Comparison Java3d is faster on average than WTK, but has higher variability Java3D –WTK Comparison Java3d Release 3.1 Beta 1 has less system latencies than WTK Release 9 But Java3d has more variability in the scene rendering time WTK does not have spikes in the scene rendering time VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python Vizard characteristics: Uses Python which is a scalable and cross-platform; It is object-oriented and simple to integrate with C/C++ It runs on Unix, Windows, Mac and other platforms; Uses a 4-window “workbench” which allows programmers to write and execute code, inspect 3D models, drag-and-drop objects, and issue commands while the scene is being rendered. Resource window – Text list of word assets 3D window – Explore individual objects Stack of scripts – errors are highlighted as you type Interactive window – input commands Workbench use: Icon menu Scene exploration with the mouse Importing objects Vizard virtual hand: import viz import hand viz.go() #Identify the 5DT glove's port. PORT_5DT_USB = 0 #Add the 5DT sensor sensor = viz.add('5dt.dls') #Create a hand object from the data glove glove = hand.add(sensor,hand.GLOVE_5DT) #Place the hand in front of the user glove.translate(0,1,5) glove.rotate(180,-90,180) # now when you run the script the glove should be moving Vizard multi-texturing: import viz viz.go() logo = viz.add('logo.wrl') #add vizard logo and place it in front of user logo.translate(0,2,4) tex1 = viz.add('gb_noise.jpg') #add two textures that will then be applied to the logo #tex2 = viz.add('brick.jpg') logo.texture(tex1) #applies the first texture logo.texture(tex2,'',1) #applies the second texture to the logo blend = viz.add('multitexblend.fp') #indicate how to blend the two textures logo.apply(blend) Vizard Simulation Servers: More than one user can inhabit the same environment. Each user needs to run Vizard. After the world is set up, each user has to set up two “mail boxes”. One receives information from the other user after it was given network name. Messages come in sequence [0] who sent it, [1] what is sent, [2] and larger the actual data Position is the property information Ball is the object action User 1 User 2 Vizard networking example: Import viz Viz.go() Ball=viz.add(‘ball.wrl’) #create a Ball object that is controlled by the other user #add the world that will be displayed on your computer #Use a prompt to ask the other user the network name of his computer. target_machine = viz.input('Enter the name of the other machine'). upper() #Add a mailbox from which to send messages to the other user. This is your outbox. target_mailbox = viz.add(viz.NETWORK, target_machine) #Add an id for the timer. BROADCAST = 1 #Add the timer. def mytimer(num): if num == BROADCAST: #Retrieve your current position. position = viz.get(viz.HEAD_POS) #Send the data to the target mailbox. All the recipient will get your yaw, x and z coordinates. target_mailbox.send(position[0], position[1], position[2]) Vizard networking example: #This function will deal with incoming messages. def mynetwork(message): #message[0] is who sent the message, message[1] is a description of what he #sent and message[2] and greater are the messages themselves. x = message[2] y = message[3] z = message[4] ball.translate(x,y,z) # Callback the network function to await incoming messages. viz.callback(viz.NETWORK_EVENT, mynetwork) # Callback the timer. viz.callback(viz.TIMER_EVENT, mytimer) # Start the timer. viz.starttimer(BROADCAST, 0.01, -1) VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Haptics for Technologies) Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python GHOST Toolkit for the PHANToM Provides realistic haptic interaction Provides and intuitive interfaces to haptics Provides a haptic scene graph aligned with 3D graphics APIs Provides an extensible environment for extending haptic interaction technologies Point haptic interaction with PHANTOM geometry based on user defined force models Geometry moves dynamically in response to forces y z (0,0,0) x PHANToM Desktop model 30 fps GHOST – Application interaction Application Process Haptic Process Scene Creation Haptic Rendering Scene Rendering Haptic State Update Clean-up Collision detection Collision response 100 Hz y z (0,0,0) x 1000 Hz Haptic Servo loop adapted from Ghost SDK Programmer’s Guide (version 3.1) 30 fps The GHOST haptics scene graph Application Process Haptic Process Scene Creation Haptic Rendering Scene Rendering Collision detection Collision response y z (0,0,0) x 1000 Hz Haptic State Update Clean-up Haptic Servo loop adapted from Ghost SDK Programmer’s Guide (version 3.1) Haptic scene graph Provides a structured way to construct a haptic scene, including geometry and dynamics; is traversed only from top to bottom (unlike WTK); each node reachable by only one (unique) traversal from the root (a child node has only one parent node) Each node has its own transform (no separate transform nodes); cannot use pointers to repeat instances of the same object, since similar objects have different haptic interactions; Separator nodes to create a hierarchy – Transforms on the Separator affect its sub-tree; GHOST node classes gstNode gstTransform gstBoundedHapticObj gstShape gstPHANToM_SCP gstBoundary gstBoundaryCube gstCone gstCube gstForceField gstCylinder gstSphere gstTorus gstConstantForceField gstSeparator gstPoint gstDynamic gstTriPolyMeshHaptic gstDial gstButton gstVector gstSlider gstTransformMatrix gstRigidBody gstSpatialObject gstPHANToM gstPlane gstPHANToMDynamic gstTriPolyBase gstPHANToMTranslation gstTriPoly gstPHANToMRotation gstSpatialPartition gstBinTree gstTriPolyMeshBase gstTriPolyMesh gstEffect gstInertiaEffect gstManipulator gstTranslateManip gstBuzzEffect gstScaleManip gstConstraint gstRotateManip 3D support Static Nodes Dynamic Nodes Utility Classes GHOST nine node classes GHOST nine node classes (continued) GHOST nine node classes (continued) Scene graph example y Head y Left Elbow z x y z x y Left Shoulder Right ShoulderRight Elbow x z y x z z Torso z x y Body z y x x Static scene graph – only separators and geometry nodes as leaves GHOST code example: #include <stdlib.h> #include <gstBasic.h> #include <gstSphere.h> #include <gstPHANToM.h> #include <gstSeparator.h> #include <gstScene.h> Main() gstScene *scene = new gstScene; gstSeparator *root = new gstSeparator; gstSphere *sphere = new gstSphere; Sptere -> setRadius(20); gstPHANToM *phantom = new gstPHANToM (``PHANToM name``); Root -> addChild(phantom); Root-> addChild(sphere); Scene-> setRoot(root); Scene -> startServoLoop(); While(!scene -> getDoneServoLoop()) // end application by calling scene -> stopServoLoop (); 30 fps Force calculation and dynamics Application Process Haptic Process Scene Creation Haptic Rendering Scene Rendering Collision detection Collision response y z (0,0,0) x 1000 Hz Haptic State Update Clean-up Haptic Servo loop adapted from Ghost SDK Programmer’s Guide (version 3.1) Collision detection and response The scene graph contains at least one representation of the haptic interface through gstPHANToM node. There can be up to four such nodes (four haptic interfaces in one haptic scene) Collisions are detected between this node and the geometry nodes through the gstShape node that goes from “untouched” to “touched”; When collision exists, the gstPHANToM_SCP (surface contact point) is added to the scene graph. This node should be added to the scene graph under the same parent as gstPHANToM node. Collision detection and response Forces are calculated following collision; Collision response through dynamic effects (movable nodes, solid body dynamics); Application informed if needed (user defined). Normal Force (depends on spring and damper coefficients) Friction Force (depends on static and dynamic friction coefficients) Dynamic nodes The gstDynamic node adds movement ability to the geometry nodes beneath it. A subtree under a gstDynamic node represents one physically dynamic object. Forces generated by gstPHANToM node colliding with one of the geometries of such object are added to the state of the gstDynamic node Transformations (rotations, translations) are always applied to the gstDynamic node, not its children; It has four derived classes gstDial, gstButton, gstSlider and gstRigidBody. Dynamic nodes (continued) When a gstDynamic node changes state, an event is generated which calls a user-defined callback function. Example – the application may quit if a gstButton changes state from pressed to released. gstButton behavioral example 30 fps Updating the application Application Process Haptic Process Scene Creation Haptic Rendering Scene Rendering Collision detection Collision response y z (0,0,0) x 1000 Hz Haptic State Update Clean-up Haptic Servo loop adapted from Ghost SDK Programmer’s Guide (version 3.1) Graphics and event callbacks The user selects which nodes have call-back functions, and what information needs to be sent back to the application; This way the application calls updateGraphics to have graphics information updated. Nodes that have a graphics call-back defined, and have a new state since the last call to updateGraphics will copy their current state to a defined data structure Call-backs pass new state information of the haptic scene nodes from GHOST haptics process to the application process; For example, the user can create a callback for the graphics representation of the position of the gstPHANToM node. This should change to callback of gstPHANToM_SCP after collision, so the user can see the location of the contact point on the object. Mapping the user to the haptic scene User workspace Phantom workspace Camera mapping to PHANToM workspace z-axis phantomSep Transform M rotation Camera phantomSep Transform M camera phantomSep Transform M zaxisOffset from Ghost SDK Programmer’s Guide (version 3.1) Camera Scaling camera and PHANToM workspaces Phantom workspace Phantom workspace Phantom workspace Camera Camera workspace too large Camera Camera Camera workspace too small Camera workspace appropriate Scaling camera and PHANToM workspaces Dxmax Dphantomxmax Camera The scale factor depends on the distance Dxmax from the focal point to the frustum The distance Dphantomxmax from the non-scaled PHANTOM workspace center to the side limit must also be determined The scale factor is then Sfrustum=Dxmax/Dphantomxmax Scaling camera and PHANToM workspaces To maintain haptic fidelity, the gstShape node physical properties (compliance and damping) need to be scaled too; SurfaceKspringnew = SurfaceKspringcurrent/Sfrustum SurfaceKdampingnew = SurfaceKdampingcurrent/Sfrustum where SurfaceKspring and SurfaceKdamping are gstShape compliance and damping coefficients. VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python SenseGraphics Founded in 2004 in Stockholm SenseGraphics represents over twenty years of experience in the haptics and graphics industry. SenseGraphics provides a high performance application development platform which enables integration of haptics and 3D stereo visualization into multimodal software applications What is H3D API? Product of SenseGraphics Software development platform for multisensory applications Uses the open standards X3D, OpenGL and SenseGraphics haptics in a unified scenegraph taking care of both the haptic and graphic rendering What it does Combines graphics and haptics into one platform. Adds haptics to existing 3D models. Enables rapid programming of haptic applications using X3D and Python. Easily extended with custom graphics-haptics features using C++. Continued Supports SensAble, Novint and MOOG FCS haptic devices. Supports most 3D stereo display systems. Runs on Windows, Linux and Mac. H3DAPI Architecture Some H3D nodes Example Code Results of code Applications Computer Assisted Radiology & Surgery Switzerland (CARCAS) Application Cont’d University of Virginia http://www.youtube.com/watch?v=mrMsb71ZJ1I Other Applications and Projects Why H3DAPI over Ghost? H3D is compatible with many scene-graph and 3D environment generating platforms. (VRML, X3D, Java3D, OpenGL) Uses C++ and Python scripting language. You get support haptics devices from several manufacturers. H3D provides graphic renderings while ghost needs another program. (Cortona 3D) References http://www.sensegraphics.com/index.php http://www.h3dapi.org/ http://www.devmaster.net/forums/showthread.php?t=22 36 http://www.carcas.ch/ http://www.vrac.iastate.edu/~charding/Research/Haptics .html http://www.sys.virginia.edu/ggerling/facilities.htm VR Toolkits discussed in this chapter Name Appl Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop Military/ (Boston Dynamics) civilian graph yes C/C++ Unity 3D Text/ graph yes JavaScript, C#, and Python Game engine Prgm Propri Language mode etary VR Toolkits discussed in this chapter Name Application Java3D (Sun Microsystems) General Purpose Vizard and General Purpose PeoplePak (WorldViz) avatar extension GHOST (SensAble Technologies) PeopleShop (Boston Dynamics) 3DGame Studio Proprietary Library size language no yes Implemented in C Programming in Java 19 packages, 275 classes OpenGL-based Python scripting language Haptics for Phantom yes C++ Military/civilian yes C/C++ Game engine yes C++ BDI PeopleShop/DI-Guy characteristics Provides a realistic way to simulate human characters in real-time scenes without using tracking suits; Is a task-level programming environment combined with a menu-based GUI; Tasks are mapped to pre-defined (stored) joint motions which are interpolated in real time; Well-suited for Distributed Interactive Simulations (DIS) due to low bandwidth requirements and live reckoning; Initially designed for the military, now extended to civilian applications, such as accident reenactment, architectural walk-through, driving simulators, police training, etc. BDI PeopleShop/DI-Guy characteristics - continued Linkable object library that runs on SGI, Intel PCs, as well as other platforms; The library has modules for run-time motion engines, graphics display, motion data, 3D graphics models, textures, and network interfaces for DIS; Runs under OpenGL, Direct3D, Mak Stealth and other packages; Recommended hardware is Intel > 200MHz, 64 MB Ram, and graphics accelerator (for Open GL, OpenGVS or Direct3D). Scene Geometry PeopleShop Initiation Define character path Define sensors Define behavior Define networking Scene Geometry PeopleShop Initiation Define character path Define sensors Define behavior Define networking PeopleShop Characters Are articulated polygonal structures with 54 DOF and 11 links; Vehicles are also treated as characters; Different types of characters have different acceptable actions; Each type of character has different user-selectable appearances (ex. Character vehicle can be a tank or a police car, etc.); Characters are textured to increase realism and reduce polygonal count Character selection Character type determines acceptable actions (menu selectable) Appearance selection Bob_shorts Joe_blue Bridget_skirt Character appearance (menu selectable) Diane_teen BDI Toolkits 38 polygons 2500 polygons Supplemental bdi.DIGuy-LOD.mpg Character level-of-detail segmentation based on distance to virtual camera improves real-time performance (up to about 100 characters can be in a scene) Scene Geometry PeopleShop Initiation Define character path Define sensors Define Behavior Define networking PeopleShop path specification Waypoint Slope Adjuster Path Initial path Extended path Added waypoint BDI Toolkits Action bead End bead Last action bead Stacked action beads Editing actions VC 6.6 on book CD VC 6.5 on book CD Scene Geometry PeopleShop Initiation Define character path Define sensors Define behavior Define networking BDI Toolkits Sensor boundary Soldier A Soldier B When soldier A enters the sensor volume, the system is notified – this triggers soldier B’s shooting of A PeopleShop sensors Sensor boundary Supplemental bdi.farmhouse.mpg Sensors are user-defined volumes in space that detect when a character enters them (PeopleShop User’s Manual) Scene Geometry PeopleShop Initiation Define character path Define sensors Define behavior Define networking PeopleShop Behaviors Behaviors can be reflex (based on signals received from sensors); Behaviors can also be specified with decision beads; Decision beads can be placed on the character’s path (colored red); The two parameters characterizing a decision bead are distance and length; Distance specifies how far from the start of the path the decision Bead is placed; Length indicates the distance from the beginning of the decision region that the decision bead is active; Decisions can be converted to script: BDI Toolkits Decision clauses (IF/THEN/ELSE) PeopleShop Run-time PeolpeShop Initiation Scenario Visualization Interactive Training Immersive Training User(s) User(s) User(s) PeopleShop Run-time PeolpeShop Initiation Scenario Visualization Interactive Training Immersive Training User(s) User(s) User(s) BDI PeopleShop Toolkit VC 6.7 User is interacting in real time with the simulation using a joystick or mouse and menu. Limited control and immersion. Natural speeds should not be exceeded. (from Koechling et al., 1997) PeopleShop Run-time PeolpeShop Initiation Scenario Visualization Interactive Training Immersive Training User(s) User(s) User(s) BDI PeopleShop – Run time modes Sensorized weapon Omni-directional treadmill User is interacting in real time with the simulation using a trackers and sensors. Control is at the joint level and immersion is increased. (BDI, 1997) Scene Geometry PeopleShop Initiation Define character path Define sensors Define behavior Define networking PeopleShop Networking Updating human figures in DIS is much more bandwidth expensive than vehicles; Vehicles have few degrees of freedom, while a human figures with 40 joints updated at 20 Hz require 800 packets/sec.; Instead of updating every joint, PeopleShop only updates at the task level (action, position, velocity). It requires about two packets/sec to produce a smooth simulation; Works well for large number of participants such as in dismounted infantry training. Uses “live reckoning” vs. dead reckoning used previously for vehicles BDI Toolkits Classical DIS using dead reckoning (from Koechling et al., 1997) BDI Toolkits DIS using live reckoning and human-in-the-loop DI-Guy model DI-Guy model Task-level change (action, orientation, velocity) (from Koechling et al., 1997) PeopleShop “Top Gun” (courtesy Boston Dynamics Inc.) VR Toolkits discussed in this chapter Name Appl Prgm Propri Language mode etary Java3D (Sun Micro) General Purpose text no Implemented in C Programming in Java Vizard Toolkit and PeoplePak WorldViz General Purpose Text/ graph yes OpenGL-based Python scripting language GHOST (SensAble Technologies) Haptics for Phantom text yes C++ H3D Haptics/ Graphics text no C++ PeopleShop (Boston Dynamics) Military/ civilian graph yes C/C++ Unity 3D Game engine Text/ graph yes JavaScript, C#, and Python Game Engine Comparison Unity UDK/Unreal DX Studio Java3D jMonkeyEngine Price Free / $1500 Free / $$$ Free / $800 Free Free Graphical Editing Yes Yes Yes No Minimal Plugin required? Web only No Yes JVM JVM Language Support Mono (C#) JavaScript Boo (Python) UnrealScript JavaScript Java Java External Library Support Yes Yes Yes Yes Yes Home Computer Deployment PC Mac PC PC PC Mac Linux PC Mac Linux Web Deployment Yes No Yes WebStart WebStart Game Console Deployment (Licenses Required) XBox360+Arcade Wii+WiiWare PS3 XBox360+Arcade PS3 Sony NGP No No No Mobile Deployment iOS / Android iOS / Android Android No No Why not Java3D? Advantages Open source cross-platform development. Low-level control of scene graph and objects. Can be used with other Java and native libraries. Disatvantages Scene manipulation done strictly through source, leads to slow turnaround. Higher level control is up to the programmer. 3D sound very buggy. Community support only, no longer any commercial support. Why Unity?•Free edition offers robust development environment and educational licenses available. Unity Price Free / $1500 Graphical Editing Yes Plugin required? Web only Language Support Mono (C#) JavaScript Boo (Python) External Library Support Yes Home Computer Deployment PC Mac Web Deployment Yes Game Console Deployment (Licenses Required) XBox360+Arcade Wii+WiiWare PS3 Mobile Deployment iOS / Android •Supports multiple programming languages to design and manipulate the scene. •External library and .Net support allows seamless communication with additional hardware devices. •Easy-to-use graphical interface allows live scene editing for efficient development and testing. •Quick turnaround times. •Works on almost all available platforms. Unity - Physics Engine Unity uses NVIDIA’s PhysX Engine. Streamlined physics modeling for rigid bodies, cars, character ragdolls, soft bodies, joints, and cloths. By simply attaching a rigid body to a game object and adding forces, realistic physical interactions can be created. Objects with rigid bodies attached will interact with each other. Colliders are used to control these object interactions and trigger collision events. Unity Gallery Unity - GUI Scene Hierarchy Project Panel Inspector Unity – Project Panel This panel shows all of the available game assets in the current project directory. Game assets can include scripts, prefabs, 3D models, texture images, sound files, fonts, etc… New assets can be added by simply dragging them into the project panel or placing them into the project directory. These files can be edited and saved using external programs and the scene will be updated automatically. Unity supports a number of 3D model formats and converts to the Autodesk FBX format when added to the project. Unity - Scene Hierarchy Provides a means of adding new game objects and managing existing ones. Game objects can contain a combination of transforms, graphics objects, physics colliders, materials, sounds, lights, and scripts. Each game object in the hierarchal tree represents a node in the scene graph. Similarly to VRML and Java3D, the scene graph represents the relative spatial relationship of objects. Example: A finger connected to a hand will translate accordingly when the hand is moved. Unity - Simple Hierarchy Example Unity - Inspector Shows the components attached to currently selected game object and their properties. Manual control over an object’s transform allows precise placement of objects. Variables exposed by scripts attached to the object can be viewed and set through this panel, allowing parameters to be changed without the need to edit source. These changes can be done while the project is live and the scene will update immediately. Unity - Simple Game Object Defines spatial properties (Transformation matrix) Controls physics and physical interactions. Graphics mesh, this is what you will actually see. Script to destroy object after N collisions or after elapsed time. Contains particle emitter for explosion effect. Sound associated with this object. Unity - GUI Scene Editor Console Game Preview Unity - Scene Editor Allows graphical monitoring and manipulation of scene objects. Switch between various orthogonal and perspective views. Objects can be translated, rotated, and scaled graphically with the mouse. When live, the editor works like a sandbox in which you can play around with objects without actually modifying the scene. Shows “Gizmos” for invisible scene objects, such as light sources, colliders, cameras, and sound effects. Unity - Simple JavaScript Example Public variables are exposed to the editor, allowing monitoring and editing of the live scene. This also allows for communication between objects. The Update() method is called at every frame. In this example, every time the left-mouse button is clicked (1) a copy of the input object is created and added to the scene in front of the camera (2), the cube counter is increased (3), a randomly colored material is used (4), and a force is applied (5). This gives the appearance that the object is being launched away from you. (1) (2) (3) (4) (5) Unity - Complex Scene Unity - Asset Store A marketplace to buy and sell assets used within Unity. This includes 3D models, textures, scripts, etc… Can be used to drastically reduce development time, or sell assets you have created. Unity - Union Marketplace Similar to Apple’s App Store, this is a marketplace in which games can be sold for various platforms. Allows developers to reach out to markets that would be otherwise inaccessible. 70% of profits go to the developer while 30% goes to Union. Unity - VR Applications Unity is able to use .Net libraries and external shared libraries. This enables the use of nearly any hardware device within Unity applications. Cameras can be used to create augmented reality. Unity - AR on IPhone Unity on iPhone