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Projects in Virtual and Augmented Reality@DETI

Paulo Dias

RVA 2019-2020

(2)

Outline

• 3D Reconstruction

• RVA

• VR Frameworks

• RVA@deti

– pSIVE (Platform for Setting up Interactive Virtual Environments)

– Museu da Cidade de Aveiro

– VR4Rehab (Edição RVA 16-17 – videos) – Continuous AR

– Bosch

– Produtech

(3)

How to start a presentation – Top 3

• What is Virtual and Augmented Reality and what do you need to do it?

OR

• What are we doing at DETI in Virtual and Augmented Reality besides teaching the RVA course?

• 3: Start with a question!

(4)

How to start a presentation – Top 3

• 2: Shocking Facts

• AR/VR 3.33 Billion USD in 2015

• Expected 133.78 Billion USD by 2021

(5)

How to start a presentation – Top 3

• 3: Tell a story

• Ola, Eu sou o Paulo Dias!

(6)

3D reconstruction – Paulo’s PhD 1998 - 2002

(7)

• Available for small models

Shape Grabber

Minolta Vivid

Marble Statue of Aphrodite scanned with the VIVID 910 using the rotary stage option

3D reconstruction

(8)

• For larger models (building, room) one

possibility is to use “Laser Range scanners”.

Riegl

Zoller & Frölich

Cyra

SICK adaptado

3D reconstruction

(9)

Point cloud Reflectance

1000 x 175 (Riegl LMS Z210)

3D reconstruction

(10)

Triangulation

Registration (ICP) Digital Photos

Texture 3D Model

3D reconstruction

(11)

Ieeta Assemblée nationale Farmhouse Laveno

Adapted Sick (Aveiro) Riegl (Italy)

3D reconstruction

(12)

3D Reconstruction – google Tango (discontinued)

Ieeta amphitheatre

(13)

PhD - September 2003, 23

(14)

Why Virtual Reality?

• 3D information is common (3D reconstruction, games, CAD, Design, etc…)

• Interaction is still mainly 2D – Keyboard and mouse since 70s’

Apple II – from 1977

(15)

Reality Augmented Reality Augmented Virtuality Virtual Mixed Reality

Virtual reality Continuum

(16)

Projecto de 5º ano:

Mário Cruz Paulo Moreira 2004-2005

Low cost environment for Virtual and Augmented Reality

(17)

Virtual reality

• Equipment

Tracker 3DOF (Yaw, Pitch, Roll)

– HMD SVGA stereoscopic

– Accelerometer– [Electrónica e Sistemas Médicos / DETI]

pose detection.

• Graphicl libraries

– OpenGL

– VTK (Visualization Toolkit)

(18)

Augmented Reality

• Equipment

– Virtual reality + Camera – Video see-through

• AR Toolkit

– Marker detecction

– Superposition of virtual elements

(19)

Magic book prototype - 2005

Results

(20)

Challenges in VR/AR

• User interaction with world – Input Devices

• User immersion in world – Output Devices

• =>No unique solution: several attempts

with different solutions

(21)

Input: Motion trackers

– Magnetic – Mechanical – Acoustic – Optical – Inertial

Polhemus Fast-Track

Leap

3D Mouse - Logitech

InertiaCube 3 - Intersense

Finger Tracking - ART Kinect

Razor Hydra

(22)

Output

– Monitors

– Surround screens – Workbenches

– Hemispherical Displays – HMD

– Arm Mounted Displays

(23)

Hardware@deti - Input

– Intersense 3DOF Inertial Tracker [2009 - 1940€]

– Intersense 3DOF Inertial Track. BT [2012 -1437€]

– Wintracker [2009 - 1285€]

– Phantom Omni [2012 – ~3500€]

– Kinect v1.0 (3) [2012 - 300€]

– Kinect v2.0 (1) [2014 - 300€]

– Swissranger [2012 – ~3000€]

– Leap Motion (3) [2016 – 60€]

– Google tango HTC and Lenovo [2015 – ~500€]

– Orbtec Astra [2019 – ~250€]

(24)

Trackers:

– 3DOF wired and wireless – Wintracker 6DOF

– Google Tango – Leap Motion – Kinect 1/2 – WiiMote

Razor HydraPhantom

Virtual Reality - Hardware

(25)

Hardware@deti - Output

– I-glasses SVGA HMD [2004 - 800€]

– VR 2000 HMD [2012 - 1359€]

– Oculus DK1 [2014 - 420€]

– Oculus DK2 [2015 - 500€]

– Gear VR + Game Pad [2016 - 250€]

– Samsung Galaxy S7 [2016 - 650€]

– HTC VIVE [2016 - 1350€]

– Meta Glasses [2018 – ~1800€]

– Xperia Projector [2018 – ~3000€]

– Myo gesture ArmBand [2018 – ~100€]

(26)

HMD:

Oculus DK1,2HTC VIVE

Samsung Gear VR – HMD SVGA (2)

• I-glass

• VR 2000

Virtual Reality@deti – Hardware

(27)

Hardware@deti - Input

(28)

VR Frameworks Introduction - 2013

Creating a Virtual Environment

– Cost (Time & Money) – Specific knowledge

Several frameworks/tools

– Specific implementation – Particular architecture

How to ease?

– Tools for ‘laymen’

– Flexible yet simple

(29)

Graphics engines

• OpenSceneGraph

– open source C++ cross-platform toolkit for simulators, virtual reality and games

– several NodeKits that fulfill a variety of purposes, such as particle

systems, text display, special effects, shadow , 3D interactive controls ,…

• OpenSG

– real-time graphics programs, e.g. for virtual reality applications similar to OpenSceneGraph

• VTK

– Open Source library based in Object Oriented Programming – multi-platform (Windows/Unix/Mac)

– C++ implementation with several wrappers for other languages (Tcl/Tk- Python-Java)

(30)

Real-time physics engines

• Bullet

– Free, open source – Collision detection

– Soft and rigid body dynamics

• Newton Game Dynamics

– Cross platform open source

– Simulates rigid bodies in games and other real-time application

• PhysX

– multi-platform game physics

– support several devices (smartphones, GPU, CPU) – Integrated in several game engines

– Acquired by Nvidia in 2008

– SDK provided to developers for free

(31)

3D Computer Graphics software

• Blender

– free/open-source 3D computer graphics software used for creating animated films, visual effects, art, 3D printed models, interactive 3D applications and video games.

– include 3D modelling and several effects: texturing, raster graphics editing, rigging and skinning, fluid and smoke simulation, particle simulation, soft body simulation,…

– integrated game engine.

• OpenSpace3D

– Free Open Source development platform for interactive real time 3D projects

– User friendly, possible to create interactive 3D scene without writing any code.

• 3D Studio Max

(32)

What else?

• Something missing?

(33)

Game engines

• Unity

– cross-platform game creation system that includes a game engine and an integrated development environment.

– Graphic working environment that facilitates 3D scene creation and layouts

– Physics engine that provides collision detection, forces, torque and physic materials

– Two licensing options Unity and Unity Pro

• Unreal Engine 4

– Multiplatform game development toolkit supports state of the art graphical fidelity

– full access to the source code of the engine

– In 2015 released for free usage with a 5% commission on commercial products.

– PhysX 3.3 physics engine for physical simulation

(34)

Virtual Environment Frameworks - not desktop

• CCG Cave setup /Guimarães

(35)

Virtual Environment Frameworks - not desktop

• inVRs

• VRJuggler

• Vizard

• 3DVIA

• others

(36)

inVRs

– Institute of Graphics and Parallel Programming Johannes Kepler University, Linz, Austria (2006)

– C++

– OpenSG and OpenSceneGraph as a scene graph engine

– Network distributed virtual world

– Pre-defined navigation and interaction techniques – Configurable via XML

– Mostly used on academic environments

(37)

inVRs Applications

(38)

VR Juggler

– Iowa Center for Emerging Manufacturing Technology, Iowa State University, Iowa, United States (1998)

– C++

– Supports many graphics Engines – OSG, OpenSG, OpenGL, VTK…

– Huge variety of modules

– Network distribution through NetJuggler – Extended over time – Ex.: VR JuggLua

– Used for many different purposes – Commercial / Academic

• Mina do Lousal (PT)

• Korea Ocean Research and Development Institute

– Configurable via VRJConf – Backend XML

(39)

VR Juggler

(40)

Vizard

Vizard Development Edition

Vizard Development Academic - Single License $ 3,990 Vizard Development Academic - SITE License 5 Seats $ 6,990

Vizard Enterprise Edition

Vizard Enterprise Academic - Single License $ 5,990 Vizard Enterprise Academic - SITE License 5 Seats $ 9,990

WorldViz, Santa Barbara - CA, United States

• Pyton Scripts + GUI

• OpenSceneGraph - Possible to expand vizard funcionalities

• Support many comercial Devices

• Physics Engine

• Research & Science (VHIL - Stanford U), Architecture &

Construction (Archidimex - Netherlands)

(41)

Vizard

IDE

(42)

Dassault Systèmes, Vélizy- Villacoublay, FRANCE

• Former Virtools

• Closed Engine

• Many GUI Tools to work on models, animations and scenes

• Price around 9000 USD + 3000 USD/yr

Source:

http://www.3ds.com/fileadmin/PRODUCTS/3 DVIA/3DVIAVirtools/demoshowcase/html/bro wse.html?br=1

3DVIA Studio

(43)

Peripherals Interfaces

• Virtual Reality Periphery Network (VRPN)

– network-transparent interface between applications and physical devices used in VR

– client-server approach

– layer of abstraction that classifies inputs into several categories (Analog, Button, Dial, Force Device,

Sound,Text, and Tracker), allowing to receive generic

input from different devices.

(44)

Other Frameworks

FreeVR

Avango NG

DIVERSE

ViRAL

EON Studio

(45)

Conclusion – VR frameWorks

• Difficult choice, many solutions

• Complex Architecture – Many Abstractions

• Often not trivial to Install / Configure

Game engine emerging as alternative to expensive frameworks – Are almost

standard in research today

(46)

Download and install – Break - EdupARk & Unity

http://edupark.web.ua.pt/

https://play.google.com/store/search?q=edupARk

https://unity.com/

(47)

Projects in Virtual and Augmented Reality@DETI

Paulo Dias

RVA 2019-2020

(48)

Motivations for VAR projects

• Foster R&D in Virtual and Augmented Reality areas

• Investigate new interaction and navigation techniques

• Devise and demonstrate new scenarios for

the use of these technologies

(49)

Environment to configure RVA environment

Mestrados:

Danilo Souza João Parracho João Cardoso João Pinto

Interaction in Virtual reality

(50)

pSIVE – Danilo Souza 2013/2014

Platform for Setting up Interactive

Virtual Environments (pSIVE) 2013/2014

– Virtual Visits – Training

– Marketing

Easy Creation

Abstraction Layer

– Users – Frameworks

(51)

System Requeriments

Hardware Independent

Simple Configuration

– 3D Model Loading

– Attatch/Display Multimedia Information – Technical aspects

– Reusable

Well Defined Art Pipeline

– CAD softwares -> pSIVE – Avoid calculations

Cover part of IEETA’s devices

(52)

Architecture

VR Juggler

– Qualities met project requeriments – Active Community and Develop – Well documented

OpenSceneGraph (OSG)

– Easy-to-work-with solution – Books available

– Very active project

– Support vast list of formats/software

• 3D Studio Max, SketchUp, Maya, Blender...

Why not Game Engines?

(53)

Platform Overview

(54)

Multimedia Module

(55)

Interaction Module

(56)

Menu Module

(57)

Case of Study

PRODUTECH-PTI / Tegopi

(58)

VR for training and formation

(59)

Update pSIVE – João Pinto 2014/2015

• Support for newer HMD’s (oculus rift)

– OpenScenGraph with osgOculusViewer

• Kinect support

– VRPN and FAAST

João Pinto 2014/2015

(60)

Architecture

(61)

VR – Full body interaction- 2015

(62)

Interação em RV – Full body interaction

(63)

Interação em RV – Manipulation

(64)

Mobile Interaction – Luis Afonso 2015-2016

• Move to Unity

– Oculus, leap and Android support

(65)

Architecture

(66)

VR Interaction with mobile devices

(67)

VR Interaction with mobile devices

(68)

User evaluation in Virtual and Augmented Reality 2006-2007

Mestrado em Gestão de Informação:

Angela Pimentel Amado

Projecto de licenciatura:

Jan-Willem Baggerman

User evaluation

(69)

Virtual reality - User evaluation

(70)

Virtual reality - User evaluation - results

• Objective: Test navigation and visualization

• Methodology: Quantitative and qualitative

• 44 users (12 women / 32 men);

2 environments RV x DV

- HMD - Monitor - Mouse - Keyboard

- Tracker - Mouse

results

- Preference for RV environment;

- RV causes more dyziness and disorientation;

- navigationa and visualization easy in both;

(71)

2 Projectos 5º ano

Ricardo Casaleiro Ricardo Seco

Sound in VR

(72)

Sound in VR

• Auralization in closed spaces

• Use of HRTF

• Computation of first order reflections ( ray-tracing)

• Computation of RT 60 with differente materials

• Visualization and auralization in VR environments

• VTK, sound processing libraries (PortAudio,

libSoundFile, ...)

(73)

Stereo vs 3D Sound

(74)

Software to edit acoustic properties in 3D models to compute reverberation times

Sound in VR

(75)

3D reconstruction and auralization Anta Pintada de Antelas

• Auralization with first order reflections and

HRTFs

(76)

Auralization: Reflections

Som directo

Primeiras reflexões

reverberação tardia

Tempo dB

Tempo de reverberação Atraso do som directo

Atraso das primeiras reflexões

Atraso das reverberação tardia

(77)

Auralization final demo AcousticAVE project

(78)

Bolseiros:

Bernardo Marques João Alves Tiago Araujo Luis Afonso

Augmented and Virtual Reality projects

Mestrados:

Ricardo Silva

Raphael Carvalho

Anna Andreikanich

Rafael Esteves

(79)

VR4Rehab - Rovisco Pais

(80)

Continuous AR

Task 1: Catch the pumpkin Task 2: Count the spider

(81)

Continuous AR interfaces

(82)

AR for maintenance

(83)

AR for education

• EdupARk

(84)

Download and install - EdupARk & Unity

http://edupark.web.ua.pt/

https://play.google.com/store/search?q=edupARk

https://unity.com/

(85)

Unity Installation - Instalation

• Unity Installation

• Unity Account Asset store

Questions?

(86)

To do – Next week

• Install Unity

• Create Asset store account

• Remember to select for presentation:

(87)

The people!

• Beatriz Sousa Santos

• Guilherme Campos

• Joaquim Madeira

• Samuel Silva

• Os muitos alunos que trabalharam nos projectos:

– Ricardo Casaleiro, Ricardo Seco – Gustavo Corrente, Ana Cantanhede – Angela Pimentel

– Jan-Willem Baggerman, Pauline van der Horst, Frank van Huussen – Mário Cruz e Paulo Moreira

– Rui Palha, Filipe Duarte, Igor Cardoso, Tiago Sousa, João Parracho, João Cardoso

– André Oliveira – Danilo Souza

– José Mendes, João Rodrigues, Ricardo Silva, José Sequeira, Vasco Santos, Miguel Vicente, Joel Pinheiro, André Alves, Luis Morais

– João Pinto, Sérgio Eliseu, Luis Afonso, João Cardoso

– José Ferrão, Miguel Ferreira, Pedro Coelho, Rafael Almeida, Diogo Carvalheira – Raphael Carvalho, Anna Andreikavich, Ricardo Silva, Rafael Esteves, Inês Cruz – João Alves Bernardo Marques,

(88)

Referências

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