Virtual Environments
Virtual Environments
Course Code : CSAR2020 Course Name: Introduction To Augmented Reality And Virtual
Reality
Module –III
VIRTUAL ENVIRONMENT
Virtual environment
A virtual environment is a networked application that allows a user to interact with both
the computing environment and the work of other users. Email, chat, web-based document sharing
applications are all examples of virtual environments. Simply put, it is a networked common
operating space. Once the fidelity of the virtual environment is such that it "creates a psychological
state in which the individual perceives himself or herself as existing within the virtual environment"
(Blascovich, 2002, pg 129) then the virtual environment (VE) had progressed into the realm
of immersive virtual environments
Animation of Objects
Numerical Interpolation
Linear Interpolation
Non-Linear Interpolation
Uses of Translation
Modeling transformations
• build complex models by positioning simple components transform from
object coordinates to world coordinates
Viewing transformations
• Viewing transformations placing the virtual camera in the world
• specifying transformation from world coordinates to camera coordinates
Animation
• vary transformations over time to create motion
Linear Translation
Non-Linear Translation
• Consider an object moving along the x-axis in 1s, pause momentarily and
then returns to its original position in 2s
• The non-linear movement of the object can be simulated by computing the
x-translation as a function of time
• At time t1, the translation begins. At time t2, i.e.,(t1+1) it pauses
momentarily and at time t3, i.e., (t1+3), it comes to restt = T – t1 while t1 ≤
T ≤ t T – Current time t = (T – t1 – 1)/2 while t2 ≤ T ≤ t3 t- Control
parameter
Shape Inbetweening
FFD stands for Free-Form Deformation. Its effect is used in computer animation for things like
dancing cars and gas tanks. You can use it as well for modeling rounded shapes such as chairs and
sculptures.
The FFD modifier surrounds the selected geometry with a lattice. By adjusting the control points
of the lattice, you deform the enclosed geometry.
There are three FFD modifiers, each providing a different lattice resolution: 2x2x2, 3x3x3, and
4x4x4. The 3x3x3 modifier, for example, provides a lattice with three control points across each of its
dimensions, resulting in nine on each side of the lattice.
A lso available are two more-configurable FFD modifiers; see FFD (Box/Cyl) modifier. These let you
set any number of points in the lattice for greater flexibility in deforming the model.
A particle system
PHYSICAL SIMULATION
A simulation is an approximate imitation of the operation of a process or system; that represents its operation over
time. Simulation is used in many contexts, such as simulation of technology for performance tuning or
optimizing, safety engineering, testing, training, education, and video games. Often, computer experiments are used to
study simulation models. Simulation is also used with scientific modelling of natural systems or human systems to
gain insight into their functioning, as in economics. Simulation can be used to show the eventual real effects of
alternative conditions and courses of action. Simulation is also used when the real system cannot be engaged, because
it may not be accessible, or it may be dangerous or unacceptable to engage, or it is being designed but not yet built, or
it may simply not exist.
Key issues in simulation include the acquisition of valid sources of information about the relevant selection of
key characteristics and behaviors, the use of simplifying approximations and assumptions within the simulation, and
fidelity and validity of the simulation outcomes. Procedures and protocols for model verification and validation are an
ongoing field of academic study, refinement, research and development in simulations technology or practice,
particularly in the work of computer simulation
The accurately reconstructing the deformation and surface characteristics of a scanned 3D model
recorded in real-time within a Finite Element Model (FEM) simulation. Based on a sequence of
generated surface deformations defining a reference animation, illustrate the ability to accurately
replicate the deformation behavior of an object composed of an unknown homogeneous elastic
material. We then formulate the procedural generation of the internal geometric structure and
material parameterization required to achieve the recorded deformation behavior as a non-linear
optimization problem. In this formulation the geometric distribution (quality) and density of
tetrahedral components are simultaneously optimized with the elastic material parameters (Young's
Modulus and Possion's ratio) of a procedurally generated FEM model to provide the optimal
deformation behavior with respect to the recorded surface.
Falling objects form an interesting class of motion problems. For example, we can estimate
the depth of a vertical mine shaft by dropping a rock into it and listening for the rock to hit the
bottom. By applying the kinematics developed so far to falling objects, we can examine some
interesting situations and learn much about gravity in the process.
Gravity
The most remarkable and unexpected fact about falling objects is that, if air resistance and
friction are negligible, then in a given location all objects fall toward the center of Earth with
the same constant acceleration, independent of their mass. This experimentally determined fact is
unexpected, because we are so accustomed to the effects of air resistance and friction that we expect
light objects to fall slower than heavy ones.
!=9.80 m/s2
In the real world, air resistance can cause a lighter object to fall slower than a heavier object of the same
size. A tennis ball will reach the ground after a hard baseball dropped at the same time. (It might be difficult to
observe the difference if the height is not large.) Air resistance opposes the motion of an object through the air,
while friction between objects—such as between clothes and a laundry chute or between a stone and a pool into
which it is dropped—also opposes motion between them. For the ideal situations of these first few chapters, an
object falling without air resistance or friction is defined to be in free-fall.
The force of gravity causes objects to fall toward the center of Earth. The acceleration of free-falling
objects is therefore called the acceleration due to gravity. The acceleration due to gravity is constant, which
means we can apply the kinematics equations to any falling object where air resistance and friction are
negligible. This opens a broad class of interesting situations to us. The acceleration due to gravity is so important
that its magnitude is given its own symbol, !g. It is constant at any given location on Earth and has the average
value
Rotating wheels
The current design of the virtual environment is built around the model of a fixed wing
aircraft – the model is viewable by the user in a default viewing screen and the corresponding
mathematical model saved in the background. In this effort, we are limiting our focus to one specific
dynamic mode of the aircraft (short period); within the virtual environment, the user will be presented
with a pulldown menu that gives them access to the s-plane widget. This renders the s-plane, with the
real and imaginary axes, and displays the open loop poles and zeros of the current aircraft model.
This window will display the poles of the current aircraft configuration and give the user the
option to place additional zeros and poles to the system. This window will also give the user the ability
to tune various gain values of K for each controller component. During this process the user inputs will
be fed through to various control computations running in the background and calculate the resulting
system open-loop and closed-loop dynamics. The user can then exit the window after setting the
controller conditions and run the VR simulation.
This simulation will begin with the aircraft moving forward at a constant speed and level altitude
representing the steady state assumptions necessary for the small perturbation equations to hold true. The
aircraft will then experience an elevator step input exciting the short period dynamics and producing a short-
term system response. At this point in time the user will be able to reposition themselves around the aircraft
by moving their body position relative to the aircraft in their headset, giving them the ability to experience the
system response from multiple different perspectives. This simulation will run for a set amount of iterations
before returning to the default viewing screen where the user can update the controller configuration. A
simplified overview of the virtual environment and corresponding processes are represented in Figure below
depicting the user headset interactions and resulting visual output.
Aircraft Dynamics
The dynamics of a fixed wing aircraft can be described by a set of non-linear equations representing
the translational and rotational motion of the aircraft, when subjected to external forces and moments. These
equations of motion can be broken up into two independent sets describing the aircraft’s lateral and
longitudinal motion. For the purpose of this study, we limit our discussions to the longitudinal dynamics and
linearize the aircraft dynamics around small perturbations about a wings level, steady state flight condition.
The longitudinal dynamics of a fixed wing aircraft can be further split into two second order dynamics – short
period and phugoid dynamics. The system poles which represent the longitudinal stability of an aircraft for
each of the two modes described above can be found below in Figure 2. The short period response can be
characterized by a rapid change in angle of attack ! and pitch attitude " and has direct implications on the
dynamic stability of the aircraft as well as the handling qualities and pilot workload.
Module III
Revision