Realtime 3D Computer Graphics Virtual Reality

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1 Realtime 3D Computer Graphics Virtual Reality Marc Erich Latoschik AI & VR Lab Artificial Intelligence Group University of Bielefeld Virtual Reality (or VR for short)

2 Virtual Reality (or VR for short) can be defined as Virtual Reality (or VR for short) can be defined as an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment (Merriam Webster)

3 Virtual Reality (or VR for short) can be defined as an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment (Merriam Webster) a human-computer interface which -by addressing several senses- lets us perceive a computer generated environment as reality. (based on Alexander Hennig "Die andere Wirklichkeit (the other reality) ) Virtual Reality (or VR for short) can be defined as an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment (Merriam Webster) a human-computer interface which -by addressing several senses- lets us perceive a computer generated environment as reality. (based on Alexander Hennig "Die andere Wirklichkeit (the other reality) ) the simulation of a real or imagined environment that can be experienced visually in the three dimensions of width, height, and depth and that may additionally provide an interactive experience visually in full real-time motion with sound and possibly with tactile and other forms of feedback.

4 Virtual Reality (or VR for short) can be defined as an artificial environment which is experienced through sensory stimuli (as sights and sounds) provided by a computer and in which one's actions partially determine what happens in the environment (Merriam Webster) a human-computer interface which -by addressing several senses- lets us perceive a computer generated environment as reality. (based on Alexander Hennig "Die andere Wirklichkeit (the other reality) ) the simulation of a real or imagined environment that can be experienced visually in the three dimensions of width, height, and depth and that may additionally provide an interactive experience visually in full real-time motion with sound and possibly with tactile and other forms of feedback. (and many more) The term(s) of Virtual Reality

5 The term(s) of Virtual Reality Phantomology or phantomatic is introduced by Stanislav Lem as a concept of artificial realities in his Summa Technologiae (Lem, 964) and in several publications since then. The term(s) of Virtual Reality Phantomology or phantomatic is introduced by Stanislav Lem as a concept of artificial realities in his Summa Technologiae (Lem, 964) and in several publications since then. Virtual Reality This term is attributed to Jaron Lanier of VPL in 986 in a conversation regarding the work of Scott Fisher.

6 The term(s) of Virtual Reality Phantomology or phantomatic is introduced by Stanislav Lem as a concept of artificial realities in his Summa Technologiae (Lem, 964) and in several publications since then. Virtual Reality This term is attributed to Jaron Lanier of VPL in 986 in a conversation regarding the work of Scott Fisher. Virtual Environments is how Fisher, of NASA Ames, had been referring to the field. The term(s) of Virtual Reality Phantomology or phantomatic is introduced by Stanislav Lem as a concept of artificial realities in his Summa Technologiae (Lem, 964) and in several publications since then. Virtual Reality This term is attributed to Jaron Lanier of VPL in 986 in a conversation regarding the work of Scott Fisher. Virtual Environments is how Fisher, of NASA Ames, had been referring to the field. Artificial Reality is a label for such activities by Myron Krueger in 983.

7 The term(s) of Virtual Reality Phantomology or phantomatic is introduced by Stanislav Lem as a concept of artificial realities in his Summa Technologiae (Lem, 964) and in several publications since then. Virtual Reality This term is attributed to Jaron Lanier of VPL in 986 in a conversation regarding the work of Scott Fisher. Virtual Environments is how Fisher, of NASA Ames, had been referring to the field. Artificial Reality is a label for such activities by Myron Krueger in 983. Cyberspace This term is coined by William Gibson in his book Neuromancer (Gibson, 984). VR Flavors

8 VR Flavors Artificial Reality User is observer of an artificial environment, uses an avatar as a placeholder for the user. VR Flavors Artificial Reality User is observer of an artificial environment, uses an avatar as a placeholder for the user. Augmented Reality Merges reality with Virtual Reality. Naturally and artificially generated stimulus is overlapped and complements each other.

9 VR Flavors Artificial Reality User is observer of an artificial environment, uses an avatar as a placeholder for the user. Augmented Reality Merges reality with Virtual Reality. Naturally and artificially generated stimulus is overlapped and complements each other. Cyberspace Emphasizes the network related parts of and artificial computer generated environment. VR Flavors Artificial Reality User is observer of an artificial environment, uses an avatar as a placeholder for the user. Augmented Reality Merges reality with Virtual Reality. Naturally and artificially generated stimulus is overlapped and complements each other. Cyberspace Emphasizes the network related parts of and artificial computer generated environment. Immersive Virtual Reality Embeds the user psycho-physically into the artificial surrounding. User merges into the generated environment.

10 VR characteristics VR characteristics. immersion: To submerge into simulated space.

11 VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time.

12 VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment.

13 VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment. 6. navigation: Movement in the simulated space (as would be possible in reality). VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment. 6. navigation: Movement in the simulated space (as would be possible in reality). 7. reality-effect: To perceive the artificial surrounding as real and believable.

14 VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment. 6. navigation: Movement in the simulated space (as would be possible in reality). 7. reality-effect: To perceive the artificial surrounding as real and believable. 8. multi-user: Multiple users can enter the virtual space and communicate and interact. VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment. 6. navigation: Movement in the simulated space (as would be possible in reality). 7. reality-effect: To perceive the artificial surrounding as real and believable. 8. multi-user: Multiple users can enter the virtual space and communicate and interact.

15 VR characteristics. immersion: To submerge into simulated space. 2. multidimensionality: Used to create space. 3. real-time: Simulation is processed in real-time. 4. adequacy: Movement results in an appropriate simulation change. 5. interaction: Users can interact with the environment. 6. navigation: Movement in the simulated space (as would be possible in reality). 7. reality-effect: To perceive the artificial surrounding as real and believable. 8. multi-user: Multiple users can enter the virtual space and communicate and interact. VR - simulating stimuli VR is simulation of stimuli for human senses. No agreement about the number of actual senses (at least 9). The better the simulation the higher is the degree of immersion.

16 VR - simulating stimuli VR is simulation of stimuli for human senses. No agreement about the number of actual senses (at least 9). The better the simulation the higher is the degree of immersion. peripheral external sensation source Phantomology central direct brain excitation Sense: a system that consists of a sensory cell type (or group of cell types) that respond to a specific kind of physical energy, and that correspond to a defined region (or group of regions) within the brain where the signals are received and interpreted (Wikipedia) W

17 ...residual self image......mental projection of digital self... W...what is real?..feel.....smell......taste......see......electrical signals interpreted by your brain... VR - simulating stimuli sight smell reality virtuality touch hearing taste

18 VR - simulating stimuli Simulating stimuli: VR simulates stimuli to 5 main senses (following Aristotle) Senses are gradually simulated to bridge reality and virtuality. The different VR-flavors stimulate different senses to different degrees. deg. of immersion central phantomology peripheral phantomology Immersive Virtual Reality Non-immersive Virtual Reality Pre-virtual worlds CMC, mediazation sight smell reality virtuality touch hearing taste VR - simulating stimuli Simulating stimuli: VR simulates stimuli to 5 main senses (following Aristotle) Senses are gradually simulated to bridge reality and virtuality. The different VR-flavors stimulate different senses to different degrees. deg. of immersion central phantomology peripheral phantomology Immersive Virtual Reality Non-immersive Virtual Reality Pre-virtual worlds CMC, mediazation sight smell reality virtuality touch hearing taste

19 VR and the notion of space VR and the notion of space Simulating sensual stimuli is done by setting certain parameters (to generate stimuli). Every parameter defines a one dimensional range of possible values. Combining several parameters for the same stimulated sense creates a sense space For example: R,G,B (or HIS, HSV etc.) parameters open a color space. Sweet, sour, salty, bitter, umami parameters open a gustatory (taste) space. Pitch, volume and duration open a sound space. X, Y, Z (or length, height and width) open an 3D (possibly Euclidian) space.

20 VR and the notion of space VR and the notion of space Perceptual (mental) Space Important aspect in philosophy and cognitive science. Things appear extended because they have the attributes of color and solidity (David Hume). has a projective geometry, things within it appear as if they are viewed from a point (Rene Descarte). Projective geometry might describe the layout of things in perception (Peters, 2000).

21 Simulation of sensory stimuli Simulation of sensory stimuli VR is about the simulation of sensory stimuli which fake stimuli sensed in the real physical world.

22 Simulation of sensory stimuli VR is about the simulation of sensory stimuli which fake stimuli sensed in the real physical world. The human sensory systems consists of several sub-systems all with their own features and modes of operation, e.g. sensed space(s) processing speed processing resolution processing accuracy Simulation of sensory stimuli VR is about the simulation of sensory stimuli which fake stimuli sensed in the real physical world. The human sensory systems consists of several sub-systems all with their own features and modes of operation, e.g. sensed space(s) processing speed processing resolution processing accuracy Stimulation of a certain sensory system requires to take that system s mode of operation into account.

23 Simulation of sensory stimuli VR is about the simulation of sensory stimuli which fake stimuli sensed in the real physical world. The human sensory systems consists of several sub-systems all with their own features and modes of operation, e.g. sensed space(s) processing speed processing resolution processing accuracy Stimulation of a certain sensory system requires to take that system s mode of operation into account. For example: The simulation of tactile feedback (haptics) requires a much higher simulation rate as the simulation of visual stimuli. The resolution of the auditory sense is different then the resolution of the visual sense. Simulation of sensory stimuli VR is about the simulation of sensory stimuli which fake stimuli sensed in the real physical world. The human sensory systems consists of several sub-systems all with their own features and modes of operation, e.g. sensed space(s) processing speed processing resolution processing accuracy Stimulation of a certain sensory system requires to take that system s mode of operation into account. For example: The simulation of tactile feedback (haptics) requires a much higher simulation rate as the simulation of visual stimuli. The resolution of the auditory sense is different then the resolution of the visual sense.! Creating visual stimuli is considered critical for immersive VR. This is followed by tactile and auditory and then by olfactory and gustatory simulation.

24 Space: creating visual stimuli Space: creating visual stimuli Visual stimuli are a major source for the perception of space.

25 Space: creating visual stimuli Visual stimuli are a major source for the perception of space. Simulating the surrounding virtual space of users is the goal. Space: creating visual stimuli Visual stimuli are a major source for the perception of space. Simulating the surrounding virtual space of users is the goal. VR utilizes real-time 3D computer graphics (CG) to create visual stimuli.

26 Space: creating visual stimuli Visual stimuli are a major source for the perception of space. Simulating the surrounding virtual space of users is the goal. VR utilizes real-time 3D computer graphics (CG) to create visual stimuli. Conventional 3D CG in contrast to VR: 3D Computer Graphics Purely visual presentation Presentation can be rendered off-line, time is uncritical Static scenes or predefined animations 2D interaction mouse, keyboard Virtual Reality Multimedia presentation visual, acoustic, haptic, Real-time presentation Real-time interaction and simulation 3D interaction with special input devices + speech (and gesture) AI & VR Lab: Virtual Biosphere II

27 AI & VR Lab: Virtual Biosphere II

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