CAVE2 Unity Tutorial - University Of Illinois Chicago

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CAVE2 Unity TutorialCAVE2 unity tutorial on githubOmicronCave example unity sceneCave2 managerCAVE2 ce

CAVE2 Unity ComputerScience

CAVE2 Unity TutorialCAVE2 Example sceneAssets Scenes terScience

CAVE2 design72 near-seamless passive stereo off-axis-optimized 3D LCD panels36-node high-performance computer cluster20-speaker surround audio system10-camera optical tracking system37 Megapixels in 3D or 74 Megapixels in 2D with a horizontal visual acuityof 20/20 – almost 10 times the 3D resolution of the original CAVE.CS491/DES400CreativeCodingComputerScience

CAVE2 designpossible designs for CAVE2The top designs use 46-inchmicropolarized LCDs,the middle designs use 55- inchdisplays.concept drawing of the full-cylinderCAVE2* CAVE2: a hybrid reality environment for immersive simulationand information analysisAuthor(s): A Febretti; A Nishimoto; TThigpen; J Talandis; L Long; J. D. Pirtle; T Peterka; A Verlo; MBrown; D Plepys; D Sandin; L Renambot; A Johnson; J Leigh ,Proc. SPIE 8649, The Engineering Reality of Virtual Reality 2013,864903 (4 March 2013); doi: erScience

Micropolarized passive stereothe best combination of image quality and practicalityA micropolarizer is a thin (0.8 mm) overlay that polarizes each pixelrow in alternate directionsview of the main components of a micropolarized LCD 3D displayCS491/DES400CreativeCodingComputerScience

Micropolarized passive stereoThe micropolarizing sheet consists of rows ofalternating retarders, further separated byblack lines called guard bands, on a glasssubstrate. When the micropolarizer isregistered with the pixel grid, alternate pixelrows are polarized oppositely and are visiblein each eye.Its strengths are simple construction,compatibility with thin-bezel displays,commercial availability, and good imagequality normal to the display surface as wellas off-axis in the direction parallel to themicropolarizer lines.CS491/DES400CreativeCodingComputerScience

Trackingoptical motion tracking systemten Vicon Bonita infrared camerasRetroreflective markers are used to track the position and orientationof the primary viewer's head and the navigation controllers:Navigator googles and wandaLeft: original CAVE2 trackingcamera coverage. A fewareas next to the displaysare not covered by any camera.Right: enhanced tracking ience

Trackinginitial camera configuration had all ten cameras focused on the center ofCAVE2. This allowed for very accurate tracking within a six foot radius fromthe center of CAVE2.Since there is nearly an eleven foot radius of space within CAVE2, thetracked viewer would often walk within two feet of the displays and outsidethe trackable region. To compensate for this, we reoriented the camerassuch that two cameras are focused on one of four sides of CAVE2.This setup allows for tracking withintwo feet of the display without theneed for additional cameras,at the cost of slightly decreasedreliability at close range.CS491/DES400CreativeCodingComputerScience

TrackingVicon tracker uses the Virtual-Reality Peripheral Network (VRPN) protocolto send tracker data to an input management service.This service may aggregate data from other available input sources (likecontrollers, touch surfaces or other tracking technologies like the Kinect)before broadcasting input events to CAVE2 applications using TCP/UDPsocket communication.One of these applications is the CAVE2 System Display which shows theposition and orientation of trackable objects, the status of the controllers,and the position of virtual sound objects currently playing inside CAVE2. Thisapplication also records when trackable objects are out of the camera viewwhich is useful for calibrating the tracking camera cience

Audio system20 Genelec 6010A speakerstwo 7050B subwoofersa total of 22 separate audio channelsEach speaker is mounted at the top of each column of displays, tilted atapproximately 45 degrees toward the floor. The result is a full ring of speakersalong the top of CAVE2. The target is a hypothetical cylinder located at thecenter of CAVE2, with a diameter roughly matching the ideal viewing areafor stereo 3d, and with a height corresponding to average viewer height.The subwoofers are located just outside CAVE2, offset 90 degrees from thecenter of the visual nce

Audio system22 channels are connected to a digital-to-analog convertercontrolled by a standalone audio machine through a MADIinterface.MADI (Multichannel Audio Digital Interface) is a communicationsprotocol that allows the transmission of 64 channels of 24-bit audio ata sample rate of up to 48 kHz, via either coaxial of fiber optic cable.This protocol is particularly desirable due to the support of relativelylong cable lengths.CS491/DES400CreativeCodingComputerScience

Audio systemThe audio computer runs a custom sound server written inSupercollider, an open source programming language andenvironment for real-time audio synthesis and algorithmiccomposition.simple set of commands to interact with the CAVE2 Sound Server,which would facilitate playback and positioning of sound objects invirtual space. The sound server can be controlled through OpenSound Control (OSC) messages.detrimental acoustic effects of a large polygonal glass environment,installation of acoustic ceiling tiles & carpet tiles to mitigate avesComputerScience

Hybrid RealityFully Immersive modethe entire CAVE2 is dedicated to one virtual simulation2D modethe CAVE2 operates like a standard display wall, enabling users towork with large numbers of documents at the same timeHybrid modesome of the documents on the wall could represent immersive 3Dwindows that can be controlled with 3D user ce

Hybrid Reality SoftwareHREs uses the Omegalib middleware integrated with SAGE to assistthe development of applications on a hybrid 2D/3D system to: Support groups of observers within the system. The software allows multiple users toperceive correct or nearly correct stereo in multiple applications.Simplify application development: Classic VR development toolkits are usuallyaccessible technical users only. Users with limited programming experience shouldbe provided with a simplified development path to the system.Support a variety of visualization tools and interfaces without requiring developers toreinvent the wheel (transforms, navigation, messaging) for each one of them.Modularize interaction metaphors & technologies (navigation, selection, touchsupport, tracking, etc.), letting developers choose the most appropriate on a persystem or per-application basis.CS491/DES400CreativeCodingComputerScience

Hybrid Reality SoftwareThe Omegalib middleware stackOmegalib acts as an abstraction layerbetween the hybrid reality hardwareand user applications.At the back end, Omegalibuses Equalizer to drive the display system.Equalizer is a toolkit for scalable parallelrendering based on OpenGL.CS491/DES400CreativeCodingComputerScience

InteractionThe main interaction device within CAVE2 –wanda/sbuilt using off-the-shelf game controllers (PS3 Move)The wands provide 8 digital and 3 analog input channels,plus 6-DOF trackinginput and tracking data from the wands in processedand aggregated by a dedicated input serverand streamed to CAVE2 applications using VRPNor the omicron ce

CAVE2 Interaction – Wand / Wanda VR Input DevicesThe wand is the major input device used to interact with and controla virtual reality (VR) experience in the CAVE and other VR systems.It is essentially a 3D mouse, with a receiving antenna attached whichprovides the computer with information about the wand’s positionand orientation.buttons and a joystickCS491/DES400CreativeCodingComputerScience

Interaction – Wand / Wanda VR Input DevicesThe joystick is used primarily for navigation in combination withthe position and orientation information.The buttons are used to set modes and select options.CS491/DES400CreativeCodingComputerScience

Interactionexperimental prototype of an intuitive object manipulation interfacecalled CAVESphere, based on a plexiglass sphere with embeddedtracking markersThe sphere also contains a camera and microphone, which we canuse to detect finger taps on the sphere surface, providing simpletouch input.CS491/DES400CreativeCodingComputerScience

InteractionThe Porthole interface running on a tablet device, displayingvasculature data rendered on the CAVE2 cluster.Pothole is a dynamic HTML5 web interfacewhich lets users control applications usinga laptop, tablet or ce

CS#491#/#DES#400####Creative#Coding Computer#Science CAVE2 Interaction - Wand / Wanda VR Input Devices The wand is the major input device used to interact with and control a virtual reality (VR) experience in the CAVE and other VR systems. It is essentially a 3D mouse, with a receiving antenna attached which