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Virtual Reality

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Virtual Reality

  1. 1. VIRTUAL REALITY By: Manoj Kumawat 13075029
  2. 2. Reality : state or quality of being real
  3. 3. What is real ?
  4. 4. What makes reality Real?
  5. 5. •"Reality is merely an illusion, albeit a very persistent one.” ~ Albert Einstein
  6. 6. Virtual : Not physically existing as such, but made by software to appear to do so.
  7. 7. Reality – virtuality continuum
  8. 8. Computer-Mediated reality: It to the ability to add to, subtract information from, or otherwise manipulate one's perception of reality through the use of a wearable computer or hand-held device.
  9. 9. Mixed Reality: It is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time.
  10. 10. Examples of Mixed reality :
  11. 11. Subsets of Mixed Reality 1. Augmented reality 2. Virtual reality
  12. 12. Augmented Reality: It is a live view of a real-world environment whose elements are augmented by computer-generated sensory input such as sound, video, graphics or GPS data.
  13. 13. Augmented Reality examples:
  14. 14. Augmented Reality examples:
  15. 15. Augmented Reality examples:
  16. 16. Augmented Reality examples:
  17. 17. Virtual Reality It is a real-time simulation of an environment, including 3D graphics. in other words, Virtual reality is a computer generated world with which the user can interact.
  18. 18. Why VR ? To explore human imagination.
  19. 19. History of VR -:head-sight:- -:ultimate-display:-
  20. 20. Components of Immersion Depth of Information - amount and quality of data in the signals a user receives when interacting in a virtual environment. Breadth of Information - the number of sensory dimensions simultaneously presented.
  21. 21. Types of VR 1. Non-immersive 2. Semi-immersive 3. Immersive
  22. 22. 1. Non-immersive VR 3d virtual environment graphically displayed on a desktop computer monitor, known as desktop VR or Window on World (WoW)
  23. 23. ..contd 1. least immersive implementation of VR techniques 2. virtual environment is viewed through a window 3. Interaction can occur by conventional means such as keyboards, mice and trackballs or maybe enhanced by 3D interaction devices such as a SpaceBall or DataGloves
  24. 24. Examples of Wow :
  25. 25. 2. Semi-immersive VR Advanced flight, ship and vehicle simulators are semi-immersive. The cockpit, bridge or driving seat are the physical models, where as the view of the world outside is computer-generated (typically projected).
  26. 26. ..contd 1. high performance graphics computing system coupled with: > A large screen projector system > Multiple television projection systems 2. provide a greater sense of presence than non- immersive systems
  27. 27. Examples of semi-immersive VR:
  28. 28. 3. Immersive VR 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.
  29. 29. Head Mounted Display(HMD) HMD is a helmet that holds the visual and auditory displays. In HMDs, projectors feed real time images to small screens attached inside a kind of helmet that the user wears .
  30. 30. Head Mounted Display(HMD) Examples:
  31. 31. Architecture of VR Input Processor, Simulation Processor, Rendering Processor and World Database.
  32. 32. 1. Input Processor > 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 objective is to get the coordinated data from the input devices to the rest of the system.
  33. 33. 2. Simulation Processor > Core of a VR system. > 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
  34. 34. 3. Rendering Processor > Create the sensations that are output to the user. > Separate rendering processes are used: a) visual rendering b) auditory rendering c) haptic rendering
  35. 35. a) Visual rendering > It is related to the computer graphics & animation > Sub-processes create visual frames >Description of world, objects, lighting in the world space > Geometries of real-world objects are transformed into eye co-ordinate system
  36. 36. b) 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.
  37. 37. c) Haptic rendering > Haptics is the generation of touch & force feedback information. > Almost all systems to date have focused on force feedback.
  38. 38. Input devices
  39. 39. Output devices
  40. 40. VRML > Virtual Reality Modelling Language > Descriptive, rather than procedural > It is a standard for delivering 3D picture on the net, just like HTML is a standard for web pages.
  41. 41. The ‘world’ representation > It has a way of describing geometry which creates objects and spaces in which you can move around, as well as light, texture and sound which can be approached and viewed from whatever angle. > The files are called ‘worlds’ and have ‘.wrl’ extension
  42. 42. Syntax: 1. Nodes 2. Events and routes 3. Sensors
  43. 43. Nodes > Define the scene > a node is defined with several fields > Fields have their type, field name, default value
  44. 44. Nodes example #VRML V2.0 utf8 Node WorldInfo { field title "Example 1" } DEF FBOX Shape { appearance Appearance { material Material { diffuseColor 0 0.5 0 } } geometry Box { } }
  45. 45. Events and routes > A route wires two events together
  46. 46. Sensors Time sensors Visibility sensors Collision sensors Proximity sensors Touch sensors
  47. 47. Applications of VR Entertainment > More vivid > Move exciting > More attractive
  48. 48. Applications of VR Medical > Practice performing surgery. > Perform surgery on a remote patient. > Teach new skills in a safe, controlled environment.
  49. 49. Applications of VR Engineering and designing > Easy to modify > Low cost > High efficient
  50. 50. Applications of VR Education & Training > Driving simulators. > Flight simulators. > Ship simulators. > Tank simulators.
  51. 51. Any Queries ?
  52. 52. References: 1. Komura, T., Lau, R. W. H., Lin, M. C., Majumder, A., Manocha, D., & Xu, W. W. (2015). Virtual Reality Software and Technology.IEEE Computer Graphics and Applications, 35(5), 20-21. [7274437]. DOI: 10.1109/MCG.2015.102 2. IEEE Transactions on Visualization and Computer Graphics ( Volume: 21, Issue: 12, Dec. 2015 ) 3. Mixed and Augmented Reality Workshops (ISMARW), 2015 IEEE International Symposium 4. Quantigraphic camera promises HDR eyesight from Father of AR, by Chris Davies, SlashGear, Sep 12th 2012 5. Architecture's Virtual Shake-Up" Tayfun King, Click, BBC World News (2005-10-28)
  53. 53. Thank You !