AVR_Unit-3 Notes
AVR_Unit-3 Notes
UNIT 3
Interactive Techniques in VR: Body Track, Hand Gesture, 3D Manus, Object Grasp
Geometric Modeling:
❖ VR System Architecture:
AUGMENTED AND
❖ VR Modeling Cycle:
• Polhemus 3D scanners: Eliminate direct contact with object. It uses two cameras,
a laser, and magnetic trackers (if movable objects are scanned). Scanning resolution
05 mm at 200 mm range, scanning speed is 50 lines per second, range is 75-680
mm scanner-object range.
• Scanners produce a dense “cloud” of vertices (x,y,z). Using such packages as Wrap
the point data is transformed into surface data (including editing and decimation).
(a) Polygonal surface (b) NURBS (Non-Uniform Rational β-Splines) patches (c) NURBS
surface
• How to create textures: Models are available online in texture “libraries” of cars,
people, construction materials, etc. Custom textures from scanned photographs or
using an interactive paint program to create bitmaps.
• Texture minification: Uses various “filters” to approximate the color of the pixel:
nearest neighbor (to Texel closest to the pixel center is selected, bilinear
interpolation, etc.).
AUGMENTED AND
• Multi-texturing for lighting: Several Texels can be overlaid on one pixel. One
application in more realistic lighting. Polygonal lighting is real-time but requires lots
of polygons (triangles) for realistic appearance.
AUGMENTED AND
• Until now our discussion has been limited to the mathematical modeling of object
appearance, kinematics, and physical properties. Whenever objects interacted, it
was assumed that one was controlled by the user. It is also possible to model object
behavior that is independent of the user's actions. This becomes critical in very large
simulation environments, when users cannot possibly control all the interactions
that are taking place.
• Consider the modeling of a virtual office, for example. Such an office could have an
automatic sliding door, a clock, a desk calendar, as well as furniture. The time
displayed by the clock and the date shown on the current calendar page can be
updated by accessing the VR engine system time. Every time the user enters the
virtual office, the sliding door opens and some of the information displayed by the
AUGMENTED AND
clock, calendar, and window thermometer changes. However, direct user input is
limited in this example to just changing the field of view to the simulation.
• This example illustrates one method of modeling object behavior by accessing
external sensors (system time, and proximity sensors for the sliding door). This
provides virtual objects with a degree of independence from the user's actions-a
degree of "intelligence". Many current simulations also model virtual humans,
called agents.
• Definition: A virtual human (or agent) is a 3D character that has a human behavior.
Groups of such agents are called crowds and have crowd behavior.
• Fully autonomous agents, such as the virtual football player in the yellow-colored
uniform, need to perceive their environment (in this case, the opponent) in order to
take appropriate actions.
• The behavior model of the agent includes emotions, behavior rules, and actions.
• The agent behavior has its hierarchy, reflex behavior being at a lower level.
• A reflex behavior could be to tackle his opponent every time he sees him.
• Emotion-based behavior filters perceptual data through likes, dislikes, anger, or
fear.
• It is thus at a higher level than simple reflex behavior. As a consequence, two agents
interpreting the same sensorial data will take different actions in the simulation.
❖ Fluid Simulation:
• Computational fluid dynamics can be expensive, and interactions between multiple
fluid bodies or with external objects/forces can require complex logic to evaluate.
• Fluid simulation is generally achieved in video games by simulating only the height
of bodies of water to create the effect of waves, ripples, or other surface features.
AUGMENTED AND
❖ Particle Systems:
• Particle systems are an extremely popular technique for creating visual effects in
movies and games because of their ease of implementation, efficiency, extensibility,
and artist control.
• The update cycle of particle systems usually consists of the three phases:
generation, simulation, and extinction.
❖ Flocking:
• In physically based simulation, flocking refers to a technique that models the
complex behavior of birds, schools of fish, and swarms of insects using virtual
forces.
• These virtual forces simulate the tendency for flocks to center their velocities,
avoid collisions and crowding, and move toward the group.
AUGMENTED AND
Body Track:
• Full-Body Tracking is often considered the Holy Grail for the virtual reality experience.
AUGMENTED AND
• The ability to imitate your real body movement into an avatar is something that greatly
enhances immersion in VR as well as provides countless possibilities for new behavior.
• The most common way to achieve tracking is by attaching to the body special markers
that are detected by cameras.
• The more markers are placed, the more accurate is mapping of avatar movement. There
are two most used configurations.
• The first configuration uses 6 markers placed at the head (headset), hands (most often
controllers), belt, ankles.
• The second one adds additional markers on knees and elbows for a better bending
experience.
• To solve the position and orientation of the avatar system uses inverse kinematic.
• The easiest way to enjoy full-body tracking is by adding Vive markers.
• Those markers are easy to set up and work directly with steam VR or any headset
using base stations.
• Because it is relatively cheap, this solution is used the most. It provides good tracking
and works with devices that are already in possession of most VR headsets owners.
• It’s a go-to choice for non-industrial use of full-body tracking. Pricing is around 115$
for each marker with a strap. Assuming the user already owns a headset with
controllers he needs to buy at least 3 of them to make full use of full-body tracking.
• Optitrack is a more industrial way of full-body tracking. This solution stands out by
high quality, fluidity, and very low delay of tracking.
• The general principle of operation remains unchanged. Multiple cameras are tracking
markers in the space.
• There are several differences between the Optitrack and the Vive solution.
• First is that Optitrack can track multiple objects in much larger areas. Because of that,
it makes it perfect for multiplayer applications or for capturing precise animations of
many objects.
• The second one is that Optitrack supports two kinds of markers: – active, -passive.
• Active markers work exactly like Vive’s. Passive ones are way cheaper and do not
need a battery but require unique patterns to distinguish objects from each other for
the cameras. The third disparity is that Optitrack requires a specialized room with
special camera installation. Additionally, the Optitrack solution requires an external
AUGMENTED AND
object tracking program called Motive for data processing. Summarizing Optitrack
solution is not the cheapest one and not easiest to develop on but provides exceptional
quality.
• https://www.youtube.com/watch?v=FhiAFo9U_sM
Hand Gesture:
3D Manus:
• 3D Manus VR is the first virtual reality glove Input Device created specifically for
general consumers. The team behind it wants to bridge our physical world with virtual
reality and allow users to experience a never-before-seen immersion.
• Manus VR users an assortment of sensors to track hand movement in real time and
use the captured data to faithfully reproduce the movement in virtual reality.
AUGMENTED AND
• It operates completely wirelessly and comes with an open-source SDK that developers
can use to integrate the hand-tracking functionality into their applications and games.
• https://www.manus-vr.com/
Object Grasp:
• Grasping is one of the fundamental actions we perform to interact with objects in real
environments, and in the real world we rarely experience difficulty picking up objects.
• Grasping plays a fundamental role for interactive virtual reality (VR) systems that are
increasingly employed not only for recreational purposes, but also for training in
industrial contexts, in medical tasks, and for rehabilitation protocols.
• To ensure the effectiveness of such VR applications, we must understand whether the
same grasping behaviors and strategies employed in the real world are adopted when
interacting with objects in VR.
• Grasps are visually realistic because hand is automatically fitted to the object shape
from a position and orientation determined by the user using the VR handheld
controllers (e.g., Oculus Touch motion controllers).
• Grasping system enables interaction with different objects regardless their geometries.
End of Unit-3